Village: Difference between revisions

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== Static Villages ==
== Static Villages ==
The following villages are static and will appear in every playthrough:
The following villages are static and will appear in every playthrough:
* {{favilink|Joppa}} or the {{favilink|ruins of Joppa}}.
* {{f|Joppa}} or the {{f|ruins of Joppa}}.
* {{favilink|Kyakukya}}
* {{f|Kyakukya}}
* {{favilink|Ezra}}
* {{f|Ezra}}
* {{favilink|Bey Lah}}
* {{f|Bey Lah}}
* {{favilink|Yd Freehold}}
* {{f|Yd Freehold}}


== Procedurally Generated Villages ==
== Procedurally Generated Villages ==
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* One village in the selected starting biome, if the player chose a non-Joppa start.
* One village in the selected starting biome, if the player chose a non-Joppa start.
* The following additional villages scattered throughout the [[world map]].
* The following additional villages scattered throughout the [[world map]].
** {{dice tooltip|2-3}} villages in the {{favilink|Desert Canyons}}
** {{dice tooltip|2-3}} villages in the {{f|Desert Canyons}}
** {{dice tooltip|2-3}} villages in the {{favilink|Salt Dunes}}
** {{dice tooltip|2-3}} villages in the {{f|Salt Dunes}}
** 1 village in the {{favilink|Salt Marsh}}
** 1 village in the {{f|Salt Marsh}}
** {{dice tooltip|2-3}} villages in the {{favilink|Hills}}
** {{dice tooltip|2-3}} villages in the {{f|Hills}}
** {{dice tooltip|1-2}} villages in the {{favilink|River|Rivers}}
** {{dice tooltip|1-2}} villages in the {{f|River|Rivers}}
** {{dice tooltip|0-2}} villages in the {{favilink|Banana Grove}}
** {{dice tooltip|0-2}} villages in the {{f|Banana Grove}}
** 1 village in the {{favilink|Rainbow Wood}}
** 1 village in the {{f|Rainbow Wood}}
** 1 village in {{favilink|Lake Hinnom}}
** 1 village in {{f|Lake Hinnom}}
** 1 village in the {{favilink|Palladium Reef}}
** 1 village in the {{f|Palladium Reef}}
** {{dice tooltip|2-3}} villages in the {{favilink|Mountains}}
** {{dice tooltip|2-3}} villages in the {{f|Mountains}}
** 1 village in the {{favilink|Flower Fields}}
** 1 village in the {{f|Flower Fields}}
** {{dice tooltip|8-12}} villages in the {{favilink|Jungle}}
** {{dice tooltip|8-12}} villages in the {{f|Jungle}}
*** (note that these are ''not'' [[goatfolk village]]s - those are generated separately)
*** (note that these are ''not'' [[goatfolk village]]s - those are generated separately)
** 1 village in the {{favilink|Ruins}}
** 1 village in the {{f|Ruins}}
** 1 village in the {{favilink|Deathlands}}
** 1 village in the {{f|Moon Stair}}


=== Procedurally Generated Village Qualities ===
=== Procedurally Generated Village Qualities ===
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a {{favilink|village mayor}}, {{favilink|village tinker}}, {{favilink|village apothecary}}, {{favilink|village warden}}, and a {{favilink|village merchant}}. One random creature in the village will always be a quest-giver that provides a procedurally generated [[village quest]]. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.
Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a {{f|village mayor}}, {{f|village tinker}}, {{f|village apothecary}}, {{f|village warden}}, and a {{f|village merchant}}. One random creature in the village will always be a quest-giver that provides a procedurally generated [[village quest]]. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.


== Abandoned Villages ==
== Abandoned Villages ==
Procedurally generated villages have a 1 in 20 chance of generating '''''abandoned'''''.{{Code Reference|namespace=XRL.Annals|class=QudHistoryFactory|method=GenerateNewVillage}} Abandoned village [[factions]] are hidden and will not appear on the factions screen or in other in-game contexts.
Procedurally generated villages have a 1 in 20 chance of generating '''''abandoned'''''.{{Code Reference|namespace=XRL.Annals|class=QudHistoryFactory|method=GenerateNewVillage}} Abandoned village [[factions]] are hidden and will not appear on the factions screen or in other in-game contexts.


Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village {{favilink|clay oven}} might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.{{Code Reference|namespace=XRL.Annals|class=Abandoned}}
Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village {{f|clay oven}} might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.{{Code Reference|namespace=XRL.Annals|class=Abandoned}}


<div style="overflow: hidden;margin-bottom:-1em;">[[Image:Abandoned village history example.png|frame|left|Example abandoned village monument]]</div>
<div style="overflow: hidden;margin-bottom:-1em;">[[Image:Abandoned village history example.png|frame|left|Example abandoned village monument]]</div>
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== Other Types of Settlements ==
== Other Types of Settlements ==
Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.
Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.
* {{favilink|Six Day Stilt}}
* {{f|Six Day Stilt}}
* {{favilink|Grit Gate}}
* {{f|Grit Gate}}
* {{favilink|the hydropon}}
* {{f|the hydropon}}


== Notes ==
== Notes ==
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== Tips ==
== Tips ==
{{Opinion}}
{{Opinion}}
* An easy way to locate a specific village is to use a {{favilink|schrodinger page}} on the village's faction, which will mark it on the map.  With {{favilink|precognition}}, this can even be done without expending the item.
* An easy way to locate a specific village is to use a {{f|schrodinger page}} on the village's faction, which will mark it on the map.  With {{f|precognition}}, this can even be done without expending the item.


== References ==
== References ==

Latest revision as of 18:51, 8 June 2023

This article has information that is missing or not up to par.
Reason: Needs some general improvements, including discussion of village outskirts, random village starts, village types/philosophies, etc.

Villages are the primary form of settlement in Caves of Qud.

Static Villages

The following villages are static and will appear in every playthrough:

Procedurally Generated Villages

In addition to static villages, each playthrough will contain the following procedurally generated villages:[1]

Procedurally Generated Village Qualities

Procedurally generated villages will have random names. They'll also have a number of creatures, typically including a village mayor, village tinker, village apothecary, village warden, and a village merchant. One random creature in the village will always be a quest-giver that provides a procedurally generated village quest. If the village is the player's starting village, there will also be a second quest-giver that provides a procedurally generated quest that will start the game's main questline.

Abandoned Villages

Procedurally generated villages have a 1 in 20 chance of generating abandoned.[2] Abandoned village factions are hidden and will not appear on the factions screen or in other in-game contexts.

Typically, an abandoned village will have no creatures present, but there are often other remnants and clues about the village's history. For example, the village clay oven might still be usable, and there could be buildings or other structures present. In some cases, there will be explicit clues as to what happened that caused the village to become abandoned.[3]

Example abandoned village monument

Village Discovery

When the player enters a village for the first time (other than their starting village), they'll gain Experience equal to 250 * ZoneTier, where ZoneTier is equal to the regional zone tier of the village's location.[4]

Other Types of Settlements

Some settlements are similar to villages in that they include many creatures, merchants, or other village-like features, but they technically are not quite the same as a village.

Notes

  • To reveal all villages in your world, you can use the villagereveal wish.

Tips

This section is opinion-based. Your mileage may vary.

References

This information is reliable as of patch 2.0.201.49.
  1. XRL.Annals.QudHistoryFactory, method GenerateVillageEraHistory
  2. XRL.Annals.QudHistoryFactory, method GenerateNewVillage
  3. XRL.Annals.Abandoned
  4. XRL.World.Parts.VillageSurface