A comment describing how fairland works was lost some time after Chainsaw 3.31. This is the last known version: The algorithm starts out by placing the "capitols" on the torus in such a way so as to maximize their distances from one another (this uses the perterbation technique of calculus of variations). Then from these seeds, the continents are grown. The kind of shape they grow into is determined by the "spike" argument <sp>--the higher the spike, the more spindly they will be. If you lower the spike, the continents will be more round. The continents never touch one another, the argument <di> specifies how many sectors of water should be between the continents at all times. The continents grow to the size you specify with <sc> and they all get the same number of mountains (specified by <pm>). The other arguments should be self explanitory. If #define ORE 1, then resources will be placed in the sectors as well. You can alter the #define ORE_MAX, IRON_MIN, GOLD_MIN, FERT_MAX and URAN_MIN to affect what kind of resources the world gets. It leaves much to be desired. Add a more thorough one. Signed-off-by: Markus Armbruster <armbru@pond.sub.org> |
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