This is my little idea for map generation system.
Here's the sketch image of how it could be made:
What is the main idea of it?
The World with different zones for different purposes. The whole thing is to stop the eternal forum war between 'farmers' and 'warriors' and create the world most suitable for everyone. So the hermits could focus on character progression in the pace they want, and more aggressive players could find their home at more dangerous but more profitable lands.
How does this work?
3 separate continents (Center Island, Inner Circle, Outer Circle) and 4 Outer Islands (Optional).
Outer Circle
This is starting zone, so every new character, created without charter stone or wilderness beacon, starts here. This is so called Hermits' Home.
Key features:
- Have some rivers and small lakes**.
- The quality of base materials (water, clay, soil) varies from 10 (minimal, very common) to 50 (maximum, very rare).*
- The maximum quality of animals is limited to 50% of current. So no high-end animals (like q200 bears or q80 foxes) can be found here.*
- No mammoth (or any other higher-tier animals, implemented in future) can be found here.
- No rare curious (like Edels, Bluebells, Glimmermos or Flotsams) spawns here. Though some (like boletes) still do.
- No high-valuable localized resources (like Icepickles, Rock Crystals, Cave Organs or Salt) generated here. Though, some (like Clay pits, Brimstone, Hearthwoods) still do.
- No Village Claims allowed.
Inner Circle
This is the mid-game zone. The land, where factions (both small and big) make their deals. This is so called Kingdoms.
Key features:
- Have some big rivers and big lakes with small islands**.
- Can be reached only by building Civilization Beacon (no any boats can cross "Mysterious Fog" (see below)).
- The quality of base materials varies from 30 (minimal, very common) to 100 (maximum, very rare).*
- The minimum quality of animals is limited to 150% of current while the maximum is 100%. So no low-end animals (like q60 bears or q25 foxes) can be found here.*
- Mammoth and other theoretical high-end animals can be found here.
- All in-game curios can be found here (though still some rare "fated" have max quality of 30).*
- All localized resources can be found here (though still some rare have max quality of 30).*
- Village Claims and Charter Stones allowed.
Center Island
This is late-game zone. Kind of Dungeons or Raids from one MMORPG. Zone full of various treasures and many dangers. This is the Hearthlands.
Key features:
- Can be reached only on Knarr (rowboats can't cross "Deadly waters" (see below)).
- The quality of base materials varies from 50 (minimal, very common) to 150 (maximum, very rare).*
- The quality of animals varies from 300% for minimal to 200% for maximum. So only high-end animals (like q180-500 bears or q50-150 foxes) can be found here.*
- All animals are aggressive and will attack players "on sight".
- Some rare and unbelievable beasts can be found here. So only groups of skilled adventurers can defeat them.
- Most rare and valuable curios can be found here with high quality (like q70 glimmermos or q50 bluebells).*
- Most rare and valuable resources can be found here with high quality (like q70 salt or q50 icepickles).*
- No any Claims allowed.
- No hearthfires allowed.
- No teleportation to hearthfire allowed.
4 Outer Islands (Optional)
Can be left as part of Outer Circle. So most sociophobic hermits can settle here.
Can be made so Village Claims and Charter Stones can be built here, so it can become a good spot for Trading Centers for Hermits.
Can be enclosed by Mysterious Fog for some kind of Season Events, when the seasons will be implemented.
* All numbers is under the first iteration, can be imbalanced and may need some correction. Though they still show the difference of presented zones.
Key fixes:
Rivers and lakes, illustrated on sketch images have vital elements such as: they all have 1 start and some number of ends; they don't cross the whole continent from outer side to inner one; they all have some lakes.
All mountains have all three biomes to prevent scenarios when people should travel for a couple of IRL hours just to gather some snow for compress.
New implementations:
Civilization Beacon.
- Can be built only on an active personal claim in Outer Circle.
- Can be lit for 1 IRL hour.
- Once lit, allows anyone to teleport through it to a random place in Inner Circle.
- Once someone have teleported, he gets buff "Pioneer" which lasts til Beacon is lit and allows one to build Civilization Gate totem.
- Once Civilization totems are built, all players from connected beacon will teleport to it.
Mysterious Fog.
New "biome" type impassible for any kind of boats. Serves only for one purpose - no one from Inner Circle can travel back to Outer Circle.
Deadly Waters.
New "biome" type passible only by Knarr. Serves only for one purpose - to make that Center Isle can be reached only on Knarr. May spawn some big animals (like whales or Kraken) to hunt on Knarr in future.
Lava Sea.
New biome type impassible for any kind of boats. Generated straight below Mysterious Fog and Deadly Waters on all cave layers to prevent underground traveling between continents. May be replaced with some kind of super-hard cave walls in that area.
Last note:
This idea is kinda raw and needs some polishing. Though it still took a half-day for me to write you this post, so be kind and keep your shitposts with you. Otherwise, any critique and ideas will be welcomed.
Thx for your attention.