User:Xenon dichloride/Aeternus
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 along Template:1, 2 and 3 in that order. Additionally, each hex has the following data: - a biome - a landmark - 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
5.2 - 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.
5.2.1 - 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 availiable biomes (unless otherwise specified).
5.2.1.1 - Meadow Weight: 7 Bias: 12
5.2.1.2 - 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.
5.2.1.3 - Forest Weight: 5
5.2.1.4 - 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.
5.2.1.5 - 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.
5.2.1.6 - 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.
5.2.2 - 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).
5.2.2.1 - Barren Weight: 20
5.2.2.2 - Town Weight: 1 If the hex's biome is 'Meadow', weight 2.
5.2.2.3 - Quarry Weight: 2 If the biome of the hex is Meadow: 1, or Swamp: 0.5.
5.2.2.4 -
5.2.3 - Features When a hex is generated, features may be added to it.
Subrules of this rule define the available features (unless otherwise specified).
5.2.3.1 - 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.
5.2.3.2 - Flag Each hex can have a maximum of one flag on it.
5.2.3.3 - Pylon of Purity 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.
5.2.3.4 - Stag Station 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 period and cannot move from this hex until the next period.
6 - Actions Each player has 2 + ⌊∛(S)⌋ action points (AP) replenished at the start of each period, which may be spent to perform actions. S represents that player's quality score.
Subrules of this rule define the actions that a player can perform (unless otherwise specified).
6.1 - Scout AP Cost: 1 Select two hexes adjacent to your location and generate them if indeterminate.
6.2 - Traverse AP Cost: 1 Move into an adjacent hex and generate it if indeterminate.
6.3 - Fish AP Cost: 1 A player may only fish if they are adjacent to a lake biome hex. If they are adjacent to multiple lake hexes, they may select which one they fish in.
7 - Items
7.1 - Resources A resource is a type of item that cannot be directly used and is instead a component in crafting, construction, etc.
The following are resource items: - Wood - Stone - Steel - Thread - Hide - Resin - Quartz - Copper - Gold - Morbium
Regular Fish? 7.2 - Medallion Fish Medallion fish are types of items caught from fishing
7.3 - Crafting At any time, a player may craft items. Craftable items and their recipes are detailed in subrules of this rule (unless otherwise stated).
8 - Fishing
9 - Construction
Items/Resources
Construction
Fishing