The Map ID is the starting point for the random generation of maps in Seven Kingdoms: Ancient Adversaries. The Map ID is used as the seed for the pseudo-random number generator that underlies the random map generation process. Various game settings can also affect the map being generated. Together, the Map ID and the game settings uniquely determines which map is created, and creating a new game twice with the same Map ID and settings will produce the same result.
The Map ID is a ten-digit number, between 1 and 2,147,483,647.
Using the Map IDThe Map ID for the current game can be found in the in-game menu, at the bottom of the dialog.
This is an editable field that also allows inputting a Map ID of your choosing. Erasing the Map I.D. field causes it to be generated again (in the same way as before) when the game is started.
By sharing the Map ID and the value of the Land Mass setting, the topography of a map (the map without any Nation, Neutral or Fryhtan objects) can be shared. By sharing the Map ID and some of the other settings (see below), the exact same map can be shared.
Settings that affect map generation
The Map ID along with the Land Mass setting uniquely determines the topography of the map, along with the placement of all dirt, rocks, plant life and forests.
After the generation of this bare map, all Nation controlled objects, Neutral towns and Fryhtans are placed. The layout of these is affected by the following settings:
- Number of Computer Controlled Kingdoms.
- Random Kingdoms. This setting has a significant effect on all object layout. In addition to the side-effects on object layout, if it is set to Yes then:
- The nationality of each Kingdom is randomly chosen.
- A random amount of skilled starting units will be placed for each nation.
- The starting population will be randomised between 25 to 50. The default (non-randomised) is 40.
- Natural Resources Nearby?.
- Number of Natural Resources at Start.
- Independent Village Resistance.
- Number of Independent Villages.
- Frythans. It only matters whether it's set to None or a non-None value.
The settings are roughly listed in the order of decreasing effect on object layout; for instance, the Frythans setting only affects the Fryhtans generation at the end of object placement. The Terrain setting only determines the looks of the map, but does not affect its creation.