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User:Xenon dichloride/Aeternus
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==== 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.
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