Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0005269Dwarf FortressWorld Generation -- Beastspublic2012-02-18 09:592012-03-06 10:05
Toady One 
0005269: Worldgen has alarmingly high rate of monster rampages and extremely high monarch mortality rate
Digging through legends, I found some very odd things happen in many of the towns and civilizations.

First, a SINGLE city had over 10,000 monster rampages in its only slightly over 300-year history, an average of 30 per year. And this isn't even terribly unusual as worldgen gets going - and may well be a significant cause of the slowdown and tremendous number of events generated.

Second, monarchs have an extraordinarily high mortality rate in CAVE_DETAILED civs (like dwarves), where most of their civs went through 200 up to nearly 300 monarchs in a 350-year worldgen. They tend to not only be abducted with extreme frequency, but also seem to be the first ones killed in monster rampages or wars, in spite of presumably being in the safest positions in the forts...
Simply gen a world and use legends mode. Legends viewing software may make actually finding concrete numbers more easy, however.
This world had roughly 1,000,000 events in it. That single town had 10,000 monster rampages. This may be why worldgen is chugging so hard.
0.34.01, 34.01, werecreature, werecreatures, world generation, worldgen
related to 0003963resolved Toady One World Generation too slow 
Issue History
2012-02-18 09:59NW_KohakuNew Issue
2012-02-18 10:04NW_KohakuNote Added: 0020051
2012-02-18 10:05NW_KohakuTag Attached: 0.34.01
2012-02-18 10:05NW_KohakuTag Attached: 34.01
2012-02-18 10:05NW_KohakuTag Attached: world generation
2012-02-18 10:05NW_KohakuTag Attached: worldgen
2012-02-20 22:27NW_KohakuNote Added: 0020326
2012-02-21 11:37FootkerchiefRelationship addedrelated to 0003963
2012-02-21 23:36d64Issue Monitored: d64
2012-02-22 10:33NW_KohakuNote Added: 0020467
2012-02-22 13:00thvazNote Added: 0020479
2012-02-22 13:10d64Note Added: 0020480
2012-02-22 15:55NW_KohakuNote Added: 0020503
2012-02-22 23:03NW_KohakuNote Added: 0020522
2012-02-23 09:08NW_KohakuNote Added: 0020544
2012-02-27 02:19BuglistTag Attached: werecreatures
2012-02-27 02:20BuglistTag Attached: werecreature
2012-03-03 18:40Toady OneNote Added: 0021035
2012-03-03 18:40Toady OneStatusnew => resolved
2012-03-03 18:40Toady OneFixed in Version => 0.34.03
2012-03-03 18:40Toady OneResolutionopen => fixed
2012-03-03 18:40Toady OneAssigned To => Toady One
2012-03-06 10:05d64Issue End Monitor: d64

2012-02-18 10:04   
Ah, forgot to link savegame - http://dffd.wimbli.com/file.php?id=5586 [^]
2012-02-20 22:27   
A couple posts from trying to get to the root of the problem:

http://www.bay12forums.com/smf/index.php?topic=100732.msg3013512#msg3013512 [^]
http://www.bay12forums.com/smf/index.php?topic=100732.msg3013641#msg3013641 [^]
2012-02-22 10:33   
The problems with werecritters could also be simplified by making werecritter rampages less frequent, while upping the carnage when they do rampage. We don't need 50,000,000 instances of "the civilian ran away" in legends mode.

Toady could also do the most sane and reasonable way to control werecritter populations from an in-universe perspective: When over a certain number of rampages occurs per year, humanoids band together and go werecritter-hunting, and send out heroes more often with the specific goal of finding werecritter lairs and killing them when in their weak naked peasant form.

Many of these towns will have several dozen werecritter lairs dotting the landscape around the town. In fact, just playing adventurer, it's almost impossible to fast travel without ramming headlong into another freakin' lair.
2012-02-22 13:00   
I agree there is an excess of were-creatures, specially in older worlds (300+ years). The only quest you get usually is to kill them.

What about we do a test? - if you set the were-creature param to zero, the speed of the world generation should improve.
2012-02-22 13:10   
I tried to generate a couple of worlds with werecurses set to 0. It seems like it may be somewhat faster, but still definitely slows down way too much for any longer history.
2012-02-22 15:55   
Thvaz -
http://www.bay12forums.com/smf/index.php?topic=100732.msg3013641#msg3013641 [^]
There already has been testing. It shows it helps to 0 the weres. That thread also has a lot of information on the testing in general.

There are two major reasons for the slowdown in worldgen, as far as I can tell, and that is trade and werecritters. Trade, even inside of a single civ, will also eventually hit worldgen-crippling levels if the civ expands far enough. Worlds that exist in areas where civs have little room to expand gen faster. Worlds with no werecritters and no room for expansion are blindingly fast.
2012-02-22 23:03   
As for vampires, I also find vampires in legends mode that seem to just plain never move around after a certain number of times being discovered - they stay in the same cities for hundreds of years, and have thousands of kills, and the villagers know who they are, but they are never driven out.
2012-02-23 09:08   
I guess I should put this link in this thread as well...

http://www.bay12forums.com/smf/index.php?topic=102293.0 [^]

Is for a suggestion thread on how to reduce the problem.
Toady One   
2012-03-03 18:40   
These particular issues are sorted in 34.03, though there is more to do.