This
controls both the road network AND the buildings
made on the map.
0
- No roads or buildings (possible small village).
1
- Single earth road, some buildings.
2
- Several earth roads, more buildings.
3
- One paved left-Right road, and secondary Earth
roads.
4
- Produces more villages especially at road
crossings.
5
- Produces a town placed on the Left-Right Paved
Road. A town is a few small city grids.
6
- 8 City.
9+-
City starts to use more Government type Buildings.
NB-
This control is handy if you have an auto generated
map that you like but you don't like the way
the roads or towns are set down. All you need
to do is select the batloc you like in the editor
using the , ( comma ) key then hit the , ( comma
) key once again but this time select the editor
using 500. The map variables that created the
map you like will all be in place. All you need
to do to remove the road and town net from that
map by setting "Urbanisation" to zero and when
you regenerate that map the roads will be removed.
Press the black up arrow button and you will
be returned to the editor and you can add whatever
road/town net you prefer by hand
Hill
Density
This
variable determines the basic number of hills
built. 0 means dead flat. Very large numbers
can cause a long delay with a slow computer
but can also create interesting maps as the
hills try to merge into one another
Streams/Marsh
This
number determines how wet the map is. It controls
number of streams, marshland, and lakes. As
this number increases, these will do so too.
NOTE: The controls here affect map swamps and
lakes that are attached to streams. The other
Marsh and Lake controls affect stand alone lakes
and Marshes
Max
Hill Height
Determines
the maximum Hill Height on the map. 0 will be
flat, max is 15.
Hill
Base Size
This
number (Which cannot be <1) determines the basic
base size of the hills made. 1 produces very
sharply rising hills, larger numbers produce
broader flatter hills. Very large numbers can
cause delays with slow computers.
Tree
Density
Controls
the forestation level of the map. Produces both
forests and tree-lines. 0 Means no forestation,
larger numbers produce more forest.
Orchard
Density
Controls
the number of orchards produced. 0 is no orchards.
Grass
Density
This
controls how many grassy parts are laid on the
map. Large numbers will tend to produce more
grassy fields, if fields are not 0. We recommend
you experiment with this control and the fields
controls as they are linked
Rough
Density
This
number controls how much rough terrain is laid
on the map, both on flat areas and also on higher
hills (>level 2 or 3).
Field
Density
This
controls the number of fields which will be
built. Fields can be grass, paddy, tilled, large
patches of soft sand etc, Depending on map type.
A high grass level number coupled to a high
field level number will tend to produce more
grass fields than planted. Entering 0 means
a low field count, not none. NB - Note that
SP Camo location ID 240 (used for e.g. Falklands
and WW1 Western Front maps) will NEVER generate
fields!. It is a special flattish map for such
special wastelands which the field making code
returns from without action.
Mud
Density
This
variable controls the building of mud patches
and strips of mud on the map. Generally, only
small numbers need be used here unless you want
a very difficult map.
River
Trees, River Marsh, River Mud, & River Rough
These
control the building of edging trees, rough,
mud or marsh alongside rivers. Generally, only
very small numbers will be needed here, 1 is
approximately a 1 percent chance of say a tree
being planted in a riverside hex. NB - River
Rough also controls whether or not WADIS are
built INSTEAD OF Streams. If River Rough is
>100 AND the Wide River and Beach variables
are NOT set (as we do not want any giant wadis
or landing barges stuck on rocks :-)!! - 101
will give a 1 percent chance of a wadi being
built instead of a river (if present) by the
Wadi routine. If the Wadi routine is called,
all rivers are converted to rough, and edged
with rough as well, to produce a dried-out riverbed.
Road
Code
This
is a road-building modifier flag. It is usually
set to 0 for no effect.
0
- No effect.
1
- Bocage edge roads, IF on lower hill heights.
2
- Edge Paved roads with trees only.
3
- As 2, but rough terrain is placed under the
tress as well.
4
- As 2, but does Earth roads as well.
5
- As 3, But includes Earth roads as well.
255
- A special override, which ensures that action
0 is done, overriding internal map generator
codes.
Terrain
Mod Code
0
- No modifications
1
- Bocage edging round fields
2
- Paddy Bunds (Banked Edges) around paddy fields
3
- Edge all fields with trees
4
- All fields are earth banked edges, with trees
5
- Paved roads raised on embankments, sometimes
earth roads as well, Occasional edging of fields
with trees (primarily for Holland Maps)
6
- Used for Sicily, Italy, Europe. Occasionally
apply edged fields to the map.
7
- WW1 or Stalingrad type shell-damaged map.
Add many shell holes, blow all bridges etc.
Lakes
Mod Code
Zero
is no lakes. A higher number gives bigger lakes
Marsh
Mod Code
Zero
is no marshes. A higher number gives bigger
marshes