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—Reference13

Glossary

Definitions of World Generator's terms.

Adjacency graph​

The record of which provinces share a border. Rebuilt on demand and exported as adjacencies.csv. Painting provinces by hand invalidates it until you press Apply new province.

Base noise cache​

The raw noise field, stored separately from the final heightmap so painted influence can be reapplied over a regenerated world.

Biome​

An ecological classification — grassland, desert, deep ocean. Sixteen exist, each with a colour, a density modifier, a height offset and a set of strata it is allowed to occupy.

Biome layer​

An imported image that paints one biome. Layers form an ordered stack; those above paint over those below.

Chaos​

The irregularity of province boundaries. At 0 the result approaches a clean Voronoi tessellation; raising it makes borders look drawn rather than computed.

Domain warping​

Displacing noise coordinates before sampling. Turns rounded blobs into continents with inlets, peninsulas and fjords. Set in Terrain → Shaping → Warped coastlines.

Falloff​

The softness of a brush stroke's edge. 0 gives a hard edge. Also adjustable with Alt + scroll.

FBm​

Fractional Brownian motion — the default fractal mode. Sums octaves of noise at decreasing amplitude, giving rolling, natural terrain.

Gain​

How much each successive octave contributes. Lower gives smoother terrain.

Hypsometric curve​

A redistribution of elevation that makes plains dominate and high peaks rare, as in real terrain. Sea depth is left alone. Enabled under the name Realistic elevation spread.

Influence map​

Where hand sculpting is stored. Kept separate from the noise, which is why regenerating terrain does not erase what you painted.

Lacunarity​

How much finer each octave is than the last. 2.0 is the classical value — each octave has twice the frequency of the one before.

Level​

One tier of the territory hierarchy. Built on provinces or on another level. Each level exports to its own CSV, named after it.

Mask​

An image that drives part of the world instead of the noise. Two kinds: stratum overrides, which replace an elevation band's shape, and biome layers, which paint biomes.

Micro-province​

A province below a size threshold, usually a sliver along a coastline. Removed by Provinces → Cleanup.

Octave​

One layer of noise. More octaves means more detail and more generation time.

Projection​

How the 2D map relates to a sphere. Planar (none), Equirectangular (latitude/longitude), or Mercator (conformal cylindrical).

Province​

The smallest unit of the map. Generated in two independent populations, land and sea. Everything in the hierarchy is built on them.

Ridged​

A fractal mode that inverts and sharpens each octave, producing ridgelines and mountain chains rather than hills.

Seed​

The number that determines a world. The same seed with the same settings always produces the same map, on any machine.

Stencil​

An imported image used as a reference to trace, or as a source for flood-filling terrain. Distinct from a mask: a stencil is what you work from, a mask is what the generator works with.

Stratum​

One of the nine elevation bands, from Abyssal to High peaks. Sea level sits between Coastal waters and Low plains.

Stratum slope​

An export setting controlling how sharp the boundary between elevation bands is in the heightmap. 0 keeps hard terraces; raising it bevels them.

Territory​

A group of provinces, or a group of smaller territories, within one hierarchy level.

.wgen​

The document format. A single binary file holding a world's complete state — settings, terrain, painted influence, provinces, hierarchy, masks and stencil. Currently version 24.