Terrain Generation
0.1
1.0
Amplitude multiplier for noise variation
0.0
0.0
Place Features
Terrain Limits
Forest Growth Parameters
How much growth strength decreases per step
Extra strength loss when crossing mountains
Minimum strength to continue growing
Swamp Growth Parameters
Minimum strength to continue growing
Terrain Rules
-1
0
1
Save & Load
Placement
Roads
No hex selected
Natural Resources
Configure resource generation settings. Likelihood determines how often a resource appears in eligible hexes. Value represents the economic worth of the resource.
🐟 Fish
0.30
Chance of fish appearing in ocean hexes
Economic value of fish
⛏️ Gold
0.25
Chance of gold appearing in mountain hexes
Economic value of gold
🪵 Timber
0.35
Chance of timber appearing in forest or hill hexes
Economic value of timber
⚫ Coal
0.20
Chance of coal appearing in hill hexes
Economic value of coal
Resource Placement Rules:
• Fish: Ocean hexes (impacts wealth of adjacent land hexes)
• Gold: Mountain hexes
• Timber: Forest or Hill hexes
• Coal: Hill hexes (only if timber not placed)
Explorer Discovery: Explorers have a 5% chance to discover resources in unexplored hexes during their travels.
• Fish: Ocean hexes (impacts wealth of adjacent land hexes)
• Gold: Mountain hexes
• Timber: Forest or Hill hexes
• Coal: Hill hexes (only if timber not placed)
Explorer Discovery: Explorers have a 5% chance to discover resources in unexplored hexes during their travels.
Simulation Controls
Settlements spawn agents that explore, gather resources, and establish routes. Watch as paths form organically!
Maximum number of simulation ticks (0 = unlimited)
Delay between simulation ticks
How fast paths decay (higher = faster decay, encourages route formation)
Minimum traversability for roads to exist (roads below this are removed)
Agent traversability needed to create a trail
Traversability needed to upgrade trail to road
Traversability needed to upgrade road to highway
Real-time visualization of paths being formed (black = unused, white = heavily traveled)
Tick:
0
0%
Agent Counts
| Agent Type | Count |
|---|
Settlements & Lairs
| Hex | Type | Wealth | Population |
|---|
Traversability Distribution
Agent & Settlement Parameters
Trader Agent
Willingness to deviate from optimal path (0-1)
Probability of returning home after trade (0-1)
How much traversability increases per move
Settler Agent
Maximum moves before forced settlement
Minimum hex distance from existing settlements
Radius to search for settlement locations
Gatherer Agent
Explorer Agent
Chance to discover a resource per hex (0-1)
Merchant Agent
Monster Agent
Tax Collector Agent
Percentage of wealth collected (0-1)
Agent Spawn Rates
Control how many agents spawn when settlements evolve
Number of traders spawned per town/city/keep
Base number of gatherers spawned per settlement
Base number of explorers spawned per settlement
Number of merchants spawned per city/keep
Number of heroes spawned per city (costs 50% of city wealth and 10% of city population)
Settlement Settings
Chance per interval for cities to spawn settlers
Chance per interval for keeps to spawn settlers
Ticks between settler spawn checks
Ruin Settings
Chance per tick for a ruin to become a lair (0-1)
Chance per tick for a ruin to spawn a new lair (0-1)
Lair Settings
Base chance per tick for a lair to spawn a monster (0-1)
Additional spawn rate per danger point (0-1)
Maximum spawn rate cap (0-1)