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== 5 - World == All players exist on an infinite, procedurally generated hexagonal grid. All players are initially on hex (0, 0, 0), "the origin", with the 'Meadow' biome and 'Barren' landmark. === 5.1 - Hexes === A hex is a cell on the grid. Every hex has an associated coordinate (x, y, z) with integer ordinates, determined by taking the minimal number of steps from the origin along x, y and z in that order. Additionally, each hex has the following data: * a biome (Meadow if unspecified) * a landmark (Barren if unspecified) * a set of features (empty if unspecified) ==== 5.1.1 - Indeterminate Hexes ==== An indeterminate hex is yet to be generated and has it's data undefined. Unless specified, every hex is indeterminate until generation. === 5.2 - Cardinal Directions === A cardinal direction is one radiating from the edges of a hex. * (0, 0, 1) -> North * (0, 1, 0) -> Ashe * (1, 0, 0) -> Mouth * (0, 0, -1) -> South * (0, -1, 0) -> Zest * (-1, 0, 0) -> Weast === 5.3 - Generation === When a rule calls for the generation of a hex, a biome then a landmark then features are assigned according to the rules of each process. ==== 5.3.1 - Biomes ==== When a hex is generated, each adjacent hex is added to a randomisation pool, where its weight in the pool is equal to B/M. "Weight" refers to how many times it appears in the pool, and can be a fractional value. "B" = The "bias" of a biome, equal to 10 unless otherwise specified. "M" = The number of hexes in the mass to which the hex belongs. A mass is a connected group of hexes of the same biome type. An additional "random" entry with weight 3 is added to the pool. The biome of the new hex is then drawn from the pool. In case the "random" entry is chosen, a new randomisation pool is constructed with the weights of every possible biome (as listed within the relevant biome rules). The biome of the new hex is then drawn from this new pool. Subrules of this rule define the available biomes (unless otherwise specified). ===== 5.3.1.1 - Meadow ===== Weight: 7 Bias: 12 ===== 5.3.1.2 - Deceased Dunes ===== Weight: 4 When generating next to a swamp, the weight and bias of Deceased Dunes are 0. When a player moves into a Deceased Dunes hex, there is a 20% chance that they are moved by the buffeting winds into a random adjacent hex (generating it if it is not already) for no additional action point cost. ===== 5.3.1.3 - Forest ===== Weight: 5 ===== 5.3.1.4 - Perilous Pass ===== Weight: 3 Bias: 5 The traverse action costs 1 additional action point to use if the player is on a Perilous Pass hex. ===== 5.3.1.5 - Swamp ===== Weight: 5 When generating next to a Deceased Dunes hex, the weight and bias of Swamp are 0. If a player on a swamp hex attempts to move to a different mass, they have a 15% chance to move. The hex they attempted to move to is generated if indeterminate. ===== 5.3.1.6 - Lake ===== Weight: 0 Bias: 0 If an indeterminate hex is not adjacent to a hex of the infinitely large mass of indeterminate hexes, it generates with a Lake biome and a Barren landmark. If a player would move or be moved onto a Lake hex, they do not move. ==== 5.3.2 - Landmarks ==== When a hex is generated, a landmark is randomly selected with appropriate weighting. Subrules of this rule define the available landmarks (unless otherwise specified). ===== 5.3.2.1 - Barren ===== Weight: 20 ===== 5.3.2.2 - Town ===== Weight: 1 If the hex's biome is 'Meadow', weight 2. ==== 5.3.3 - Features ==== When a hex is generated, features may be added to it. Subrules of this rule define the available features (unless otherwise specified). ===== 5.3.3.1 - Corrupted ===== A hex is/becomes corrupt or corrupted when it gains the 'corrupted feature'. When a hex is generated, it has a 5% chance to be corrupt. When a hex is corrupted, the landmark of this hex is set to 'barren' and all features barring 'corrupted' are removed. When a player moves to a corrupted hex, the hex they moved from is corrupted if not already. ===== 5.3.3.2 - Flag ===== Can be constructed for 5 wood and 2 thread. Each hex can have a maximum of one flag on it. When a flag is constructed, it is owned by the faction of the player who constructed it at the time. The hex the flag is on is then said to be occupied by that faction. ===== 5.3.3.3 - Pylon of Purity ===== Can be constructed for 30 Wood, 5 Steel and 2 Gold. Any adjacent hex and the hex of the pylon of purity cannot be corrupted. Attempts to do so fail. If an adjacent hex ever is corrupted, it is no longer corrupted. ===== 5.3.3.4 - Stag Station ===== Can be constructed for 8 Stone, 5 Steel and 1 Hide A player located on a hex with the stag station feature may travel the stagways (teleport) to any hex with a stag station on it. This does not act as moving into that hex. If they do so, they cannot perform any more actions for the phase. ===== 5.3.3.5 - Boardwalk ===== Can be constructed on all biomes (including lake) for the cost of 10 wood. Any impacts on movement of the hex this feature is placed on do not occur. ==== 5.3.4 - Construction ==== A player may construct a feature on or adjacent to their hex, requiring the relevant resource cost to be spent. The landmark is immediately constructed after this condition is met. Unless stated otherwise, features cannot be constructed on lake or corrupted hexes.
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