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This document will give you a broad overview about the layers of world generation. For more information on each of these elements visit the respective page. The world generation consists of the following layers:

TilesEdit

The smallest entity of world generation is a single Tile. Examples are grasslands, a mountain or a jungle. Besides having their own distinctive graphic, Tiles define aspects like movement or viewing costs or what sound is played when traveling over them. Learn more about Tiles.

WorldGen 01

BiomesEdit

Biomes are a collection of Tiles which are sorted by a perlin noise function. By the combination of their Tiles Biomes have a distinctive look and identity, such as a generic mixed grassland area or a special mountain area with small lakes inbetween. Every Biome can come with a defined set of Locations and Zones that will be spawned inside. Learn more about Biomes.

WorldGen 02

PocketsEdit

A Pocket is a collection of Biomes and defines a whole level that will be encountered during an Expedition. Besides the containing Biomes it allows to define another layer of Locations, the type of goals or ambient sounds. Pockets are the most influential layer for gameplay tuning. Learn more about Pockets.

WorldGen 03

WorldsEdit

A World is a configuration of one or more Pockets with various balancing factors such as of how many Biomes the Pocket consists of or how many turns the rival explorers need to reach their goal. Learn more about Worlds.

WorldGen 04

ExpeditionsEdit

There are 6 expeditions the players will go through in the standard game. Each Expedition has one or more World that will be offered for exploration to the players. Learn more about Expeditions.

WorldGen 05
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