World seeds

### Preamble;

Battle Brothers uses procedural world generation to generate maps and starting brothers using a string of letters. These strings are randomly generated but may be entered manually when starting a new campaign after the player picks an origin.

The seed affects the outcome of the starting brothers and their equipment. Map data is generated but is also shared with the seed if the exact map settings are used, allowing players to share maps if they wish but only using exactly the same map settings.

## Map generation

Legends adds more layers of customisation to your starting scenario and world generation, these can be somewhat overwhelming to begin with, but are very simple in function.

## Map & game settings

**By default, Battle Brothers will attempt to generate a map that resembles Europe, with high amounts of land mass at the top and oceans at the bottom.** One side will always be dedicated to a wilderness where late game threats and events spawn, however this can be either on the left or right.

### Map Settings

* **Land Mass Ratio:** A higher LMR generates a more pangaea-esque map. It will contain fewer waterways and ports, and have a more cohesive landscape. Lower settings generate more isolated islets, peninsulas, and shoreline.
* **Water:** The amount of water on a map, higher water means more coastlines, while lower water means less coastlines.
	+ A higher water generally also means more ports.
	+ Setting “Land Mass Ratio” and “Water” too close to extremes can cause maps to not generate. *If you drastically change the settings here and can’t finish loading, try settings that are closer to default for these two.*
* **Snowline:** This affects the Y-Value that snowline starts at. Setting this lower means more snow.
* **Settlements:** Sets the actual amount of settlements on the map. The game will attempt to be spread settlements between the amount of Factions (Noble Houses) evenly.
	+ Lots of settlements can mean that the map will be crowded and limit the amount of wilderness that will be generated, even though the game attempts to place them 3-5 tiles away from one another.
* **Factions:** The number of noble house factions present.
	+ The default is 3. Having more factions will divide the settlements up more, which can be advantageous or a hindrance depending on playstyle.
* **Unexplored Map:** The map will be covered in fog, you must travel to discover more. Highly recommended.
* **Decked Out Citadels:** Guarantees that citadels will always spawn with armories, weaponsmiths, and fletcher buildings. All the things map rollers are looking for.
* **All Trade Buildings Available:** Forces there to be at least one of each trade or resource building on the map.
	+ Including; mushroom groves, cloth spinners, breweries, etc.
* **Show Entire Map:** Debug option; lifts fog of war and shows all roaming armies and current encampments on the map.
	+ *Resource intensive and will cause performance issues, not recommended for actual gameplay.*

### Game Settings

	+ Disabled will only spawn historically specific backgrounds, like washerwomen, widows, etc.
	+ The specific setting will allow women and men to swap some roles, but still block them both from becoming some backgrounds.
	+ All will allow women and men to be any background from the game, with minor exceptions.
* **Dynamic Perks:** Grants backgrounds a randomized perk tree.
	+ Many backgrounds will still have a few guaranteed perks, such as Nuns and Monks with Fortified Mind.
	+ Half of the perk tree of a background is assured, the other half is random.
* **Layered Armour:** Puts layered armour and helmets into the game, increasing the amount of choice and tactical flexibility you will have.
	+ This is a recommended option.
* **Equipment Scaling:** Adds a minor scaling modifier to increase the difficulty based on the value of your equipment.
	+ This is very minor until late game.
* **Distance Scaling:** Camps and their patrols scale depending on how far out they are from the nearest settlement.
	+ The further out a camp is, or its patrol, the higher the scaling. Only starts once a minimum distance is reached. Fully optional.
* **Skip Camp Tutorial:** Disables the camping tutorial of legends.
	+ If the tutorial is skipped you receive all of the camp from day 1.
	+ If you choose to not skip the camp tutorial, upon leaving a city you can “learn” something about your camp from there.
		- E.g. you unlock and have an event to read about the “Training Tent” in your camp when you leave a citadel.
* **Recruit Scaling:** Recruits can be hired at higher levels, increasing based on the average level of your party.
	+ This is generally helpful, but the cost of new recruits can rise substantially later in the game.
* **Bleeds Count as Kills:** Addresses the vanilla issue where kills from bleeding damage does not award the player with xp or loot, recommended.
* **World Economy:** Adds a dynamic and functioning economy to the game, recommended but fully playable without.
* **All Crafting Recipes Unlocked:** Shows all crafting recipes when at a taxidermist or crafting tent.
	+ You will not be able to make them without the requirements, just view them. Optional.
* **Legend Magic:** Adds more frequent magical aspects to the game.
	+ When disabled, magical aspects will be there still, but much, much rarer.
	+ Optional: disabling will hide some content.
		- Disabled in current builds 15.0.1.1 and beyond.
* **Therianthropy:** Adds beast forms and “were creatures” to the game. Each with their own mechanics and playstyles. Optional, recommended off for a longer playthrough at the time of writing.
	+ Disabled in current builds 15.0.1.1 and beyond.

## Seed structure

Seeds allow a mixture of numbers and letters. Seeds are also case sensitive which results in hundreds of thousands of potential outcomes.

### What influences seeds?

#### Seeds are not affected by;

1. The map sliders (unless it is the Noble origin)
2. Permanent destruction
3. The name of your company & difficulty
4. Your chosen crisis and banner (Including random)
5. Skipping the camp tutorial
6. Recruit scaling
7. Distance scaling
8. Equipment scaling
9. Bleeds count as kills
10. All crafting recipes unlocked
11. World Economy

#### Seeds are affected by;

1. Game version (Applicable for all seeds, **seeds without armour layers or specific perks will generate differently**. These variables can vary from different build versions.)
2. Relationships (Version 14.0.0.6, **discontinued** for now)
3. Therianthropy (However, some starting brothers **may have afflictions removed if not turned on**) **RETIRED BEYOND 15.0.1.1**
4. No. of settlements (Noble origin only)
5. No. of factions (Noble origin only)
6. Dynamic perks (Affects starting and future availability of perks)
7. Battle sisters (Build 15.0.0.0 onwards; “Specific” & “disabled” both count as “No”)
8. Basic magic (Renamed “Legend Magic” beyond build 14.0.0.13, **this setting will not alter your seed, but will alter the availability of magic for starting brothers and future recruits**.) **RETIRED BEYOND 15.0.1.1**
9. Layered armour (helmet armour introduced as of 15.0.0.18, **seeds previous to this number are incompatible**)

### Resources

A community made and curated document of particularly interesting player found seeds can be found here; https://docs.google.com/document/d/1eZUvzqxe9UE14dm3bEDU2pChij2VOE3x\_ydvTED7VAs/edit?usp=sharing