For a more bottom-up "Dwarf Forteress-y" Major generation

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BlueTemplar
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Joined: Thu Apr 29, 2010 12:07 pm

For a more bottom-up "Dwarf Forteress-y" Major generation

Post by BlueTemplar »

Really, this deserves its own thread...
BlueTemplar wrote: Tue Jan 17, 2023 2:31 pm [...] it would be nice if private agri-domes and (xeno)farms also used water (with an allow emergency water option, possibly merged with the food one)
And instead of a water resource (and metal resources ? and ruins ?) seemingly just being added after the fact next to the major cities, do it (even MORE) Dwarf Fortress-like and have the major cities only spawn in particularly good conditions :
- where there is a large source of metal : lots of ruins and/or a metal resource
- where there is a large source of oil : lots of ruins and/or an oil resource
- where there is a large source of water : water body and/or a river and/or ice at least some time of the year and/or rain at least some time of the year and/or enough nearby hills for wind traps in good enough conditions (have the player start with at least one private wind trap), and/or good enough xenofarming conditions with subzero xenofood that doesn't need water (do we have a private xenofarm ?)
- where there is potential for early-mid game power generation : ((either lots of ruins for rare metals and/or a rare metal resource) AND sufficient illumination for decent solar energy generation)) OR really abundant oil (so even MORE ruins and/or oil resources)
- where there is not too much radioactivity on the previously considered hexes : in this game I am a bit stumped how the 3rd major started with *even* higher radioactivity levels to the point where he has radioactivity issues in his capital itself right off the bat, yet still *somehow* started with the largest population ?! (I guess we could also have the regimes sometimes start with (sometimes private ?) anti-radiation infrastructure on all the abovementioned spots, including abandoned ones outside of the starting 6 hexes ?)
- minors would be minors because they ended up in worse spots, with the kind of spots they ended up in determining the kind of minor they are (for instance : the less water, the less likely that the minor has a city, and that there is even a minor there).

Then difficulty levels would first tweak the tolerance of the major human players and the major AIs can end up as, and only later (at the two extreme difficulty levels) artificially increase/decrease the resource amounts AFTER planet generation is done.
History Class should probably also have 4 extra options allowing you to separately take tolerance and resource amounts up/down a notch (with opposite effects on major AIs ?), and maybe also a 5th one "random start" which would only care about the average across these checks for human players, and not discard a start with, for instance, bad water, if the metal is amazing, and maybe also a 6th one "unfairly random start" which wouldn't care about these checks at all for human players.

P.S.: This might require the map generator to sometimes throw up the error : "Failed to pass the following checks : [checklist], do you want to proceed or reroll ?"
Might help dealing with issues like this one too ?
[v1.12g] Game generation bug: setting "Number of initial Zones" is ignored
[...]
(also I'm pretty sure lots of other people made suggestions in this vein already, will need to gather them up later !)
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