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civilization creation Starting Bias
ghost-ng edited this page Jan 28, 2026
·
1 revision
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.
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.
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>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
BiomeType |
TEXT | Target biome |
Score |
INTEGER | Preference strength |
| 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 |
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>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
TerrainType |
TEXT | Target terrain |
Score |
INTEGER | Preference strength |
| 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 |
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>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
FeatureClassType |
TEXT | Target feature class |
Score |
INTEGER | Preference strength |
| FeatureClassType | Description |
|---|---|
FEATURE_CLASS_FLOODPLAIN |
River floodplains |
FEATURE_CLASS_VEGETATED |
Forests, jungles |
FEATURE_CLASS_WET |
Marshes, wetlands |
FEATURE_CLASS_AQUATIC |
Water features |
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>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
ResourceType |
TEXT | Target resource |
Score |
INTEGER | Preference strength |
Preference for spawning near any river:
<StartBiasRivers>
<Row CivilizationType="CIVILIZATION_MISSISSIPPIAN" Score="5"/>
</StartBiasRivers>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
Score |
INTEGER | River proximity preference |
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>| Column | Type | Description |
|---|---|---|
CivilizationType |
TEXT | Civilization reference |
Score |
INTEGER | Coastal proximity preference |
| 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).
<?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>| 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 | - |
| 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 | - |
- Balance scores - Don't make all biases too strong or spawn will fail
- Consider map types - Island maps need coastal bias, Pangaea doesn't
- Match civ abilities - River civs should have river bias
- Test on multiple maps - Verify spawns work on different map types
- Combine multiple biases - Use 2-3 bias types for natural variety