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civilization creation Starting Bias

ghost-ng edited this page Jan 28, 2026 · 1 revision

Starting Bias System

Starting bias controls where civilizations prefer to spawn on the map. The game uses multiple scoring tables to determine the best start positions for each civilization.

Overview

Starting bias is calculated by scoring potential start locations based on:

  • Biomes - Climate zones (desert, tropical, grassland, etc.)
  • Terrains - Elevation and type (hills, flat, rivers, etc.)
  • Features - Terrain features (forests, floodplains, etc.)
  • Resources - Specific resource types nearby
  • Rivers - Proximity to rivers
  • Coasts - Proximity to coastal tiles

Higher scores indicate stronger preference. The game sums scores from all applicable tables.

StartBiasBiomes Table

Preferences for specific climate zones:

<StartBiasBiomes>
    <Row CivilizationType="CIVILIZATION_EGYPT" BiomeType="BIOME_DESERT" Score="5"/>
    <Row CivilizationType="CIVILIZATION_GREECE" BiomeType="BIOME_GRASSLAND" Score="5"/>
    <Row CivilizationType="CIVILIZATION_KHMER" BiomeType="BIOME_TROPICAL" Score="5"/>
    <Row CivilizationType="CIVILIZATION_MAYA" BiomeType="BIOME_TROPICAL" Score="5"/>
    <Row CivilizationType="CIVILIZATION_PERSIA" BiomeType="BIOME_DESERT" Score="5"/>
</StartBiasBiomes>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
BiomeType TEXT Target biome
Score INTEGER Preference strength

Available Biomes

BiomeType Description
BIOME_DESERT Arid desert regions
BIOME_GRASSLAND Temperate grasslands
BIOME_PLAINS Open plains
BIOME_TROPICAL Tropical/jungle regions
BIOME_TUNDRA Cold northern regions
BIOME_MARINE Ocean/coastal biome

StartBiasTerrains Table

Preferences for specific terrain types:

<StartBiasTerrains>
    <Row CivilizationType="CIVILIZATION_AKSUM" TerrainType="TERRAIN_HILL" Score="5"/>
    <Row CivilizationType="CIVILIZATION_EGYPT" TerrainType="TERRAIN_NAVIGABLE_RIVER" Score="20"/>
    <Row CivilizationType="CIVILIZATION_GREECE" TerrainType="TERRAIN_HILL" Score="15"/>
    <Row CivilizationType="CIVILIZATION_INCA" TerrainType="TERRAIN_MOUNTAIN" Score="15"/>
    <Row CivilizationType="CIVILIZATION_MISSISSIPPIAN" TerrainType="TERRAIN_FLAT" Score="15"/>
</StartBiasTerrains>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
TerrainType TEXT Target terrain
Score INTEGER Preference strength

Available Terrains

TerrainType Description
TERRAIN_FLAT Flat land
TERRAIN_HILL Hilly terrain
TERRAIN_MOUNTAIN Mountain tiles
TERRAIN_COAST Coastal water
TERRAIN_OCEAN Deep ocean
TERRAIN_NAVIGABLE_RIVER Major rivers

StartBiasFeatureClasses Table

Preferences for terrain feature classes:

<StartBiasFeatureClasses>
    <Row CivilizationType="CIVILIZATION_KHMER" FeatureClassType="FEATURE_CLASS_FLOODPLAIN" Score="15"/>
    <Row CivilizationType="CIVILIZATION_MAURYA" FeatureClassType="FEATURE_CLASS_VEGETATED" Score="5"/>
    <Row CivilizationType="CIVILIZATION_MAYA" FeatureClassType="FEATURE_CLASS_VEGETATED" Score="15"/>
</StartBiasFeatureClasses>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
FeatureClassType TEXT Target feature class
Score INTEGER Preference strength

Available Feature Classes

FeatureClassType Description
FEATURE_CLASS_FLOODPLAIN River floodplains
FEATURE_CLASS_VEGETATED Forests, jungles
FEATURE_CLASS_WET Marshes, wetlands
FEATURE_CLASS_AQUATIC Water features

StartBiasResources Table

Preferences for specific resource types:

<StartBiasResources>
    <Row CivilizationType="CIVILIZATION_ABBASID" ResourceType="RESOURCE_CAMELS" Score="5"/>
    <Row CivilizationType="CIVILIZATION_MAJAPAHIT" ResourceType="RESOURCE_SPICES" Score="5"/>
    <Row CivilizationType="CIVILIZATION_MING" ResourceType="RESOURCE_SILK" Score="5"/>
    <Row CivilizationType="CIVILIZATION_MONGOLIA" ResourceType="RESOURCE_HORSES" Score="5"/>
</StartBiasResources>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
ResourceType TEXT Target resource
Score INTEGER Preference strength

StartBiasRivers Table

Preference for spawning near any river:

<StartBiasRivers>
    <Row CivilizationType="CIVILIZATION_MISSISSIPPIAN" Score="5"/>
</StartBiasRivers>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
Score INTEGER River proximity preference

StartBiasAdjacentToCoasts Table

Preference for spawning near coastal tiles:

<StartBiasAdjacentToCoasts>
    <Row CivilizationType="CIVILIZATION_AKSUM" Score="150"/>
    <Row CivilizationType="CIVILIZATION_CHOLA" Score="150"/>
    <Row CivilizationType="CIVILIZATION_HAWAII" Score="25"/>
    <Row CivilizationType="CIVILIZATION_MAJAPAHIT" Score="150"/>
    <Row CivilizationType="CIVILIZATION_NORMAN" Score="75"/>
    <Row CivilizationType="CIVILIZATION_SPAIN" Score="150"/>
</StartBiasAdjacentToCoasts>

Columns

Column Type Description
CivilizationType TEXT Civilization reference
Score INTEGER Coastal proximity preference

Score Guidelines

Score Range Meaning
1-5 Weak preference
10-20 Moderate preference
25-75 Strong preference
100-150 Very strong preference

Higher scores significantly influence spawn location. Use scores of 100+ for mandatory features (like Hawaii needing coastal access).

Example: Complete Starting Bias Setup

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <!-- Desert river civ with coastal access -->
    <StartBiasBiomes>
        <Row CivilizationType="CIVILIZATION_MY_CIV" BiomeType="BIOME_DESERT" Score="10"/>
    </StartBiasBiomes>

    <StartBiasTerrains>
        <Row CivilizationType="CIVILIZATION_MY_CIV" TerrainType="TERRAIN_NAVIGABLE_RIVER" Score="20"/>
    </StartBiasTerrains>

    <StartBiasFeatureClasses>
        <Row CivilizationType="CIVILIZATION_MY_CIV" FeatureClassType="FEATURE_CLASS_FLOODPLAIN" Score="15"/>
    </StartBiasFeatureClasses>

    <StartBiasAdjacentToCoasts>
        <Row CivilizationType="CIVILIZATION_MY_CIV" Score="50"/>
    </StartBiasAdjacentToCoasts>
</Database>

Antiquity Civilization Start Biases

Civilization Primary Bias Score Secondary Bias
Aksum Hills, Coast 5, 150 -
Egypt Navigable River 20 Desert biome
Greece Hills 15 Grassland biome
Han Grassland 5 -
Khmer Tropical, Floodplains 5, 15 -
Maurya Vegetated 5 -
Maya Tropical, Vegetated 5, 15 -
Mississippian Flat, Rivers 15, 5 -
Persia Desert 5 -
Rome Grassland 5 -

Exploration Civilization Start Biases

Civilization Primary Bias Score Secondary Bias
Abbasid Coast, Camels 25, 5 -
Chola Tropical, Coast 5, 150 -
Hawaii Marine, Coast 15, 25 -
Inca Plains, Mountains 5, 15 -
Majapahit Coast, Spices 150, 5 -
Ming Silk 5 -
Mongolia Horses 5 -
Norman Coast 75 -
Songhai Navigable River 20 -
Spain Coast 150 -

Best Practices

  1. Balance scores - Don't make all biases too strong or spawn will fail
  2. Consider map types - Island maps need coastal bias, Pangaea doesn't
  3. Match civ abilities - River civs should have river bias
  4. Test on multiple maps - Verify spawns work on different map types
  5. Combine multiple biases - Use 2-3 bias types for natural variety

Related Documentation

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