Modify the amplitudes of the different noise layers, the initial numbers define the amplitudes of the low-frequencies (the height of large mountains), and the later numbers define the amplitudes of the high_frequencies (the height of the small bumps).

For a complete guide: Understanding Amplitudes in Environment.

Resource Factor
The amount of resources in the map.

Distance Height Offset
How much bigger are mountains at the edge of map.

Ford Distance Factor
The average distance between river fords

Sun Angle Factor
How high is the sun in the sky

Backdrop Scale
Change the size of backdrops (the mountains you see beyond the map).
Deposits
What types of deposit are present in the level.

Choose deposit to override
Choose detail to override
Choose prop to override
Global Tree Density
The global tree density in the environment.

Trees Everywhere
Yes
Show trees on rivers, lakes, stones etc...

Present Trees
What trees are present in the level.

Choose tree to override
How long this season is, in terms of a fraction of a year, all season durations have to add up to 1.
How likely it is to rain/snow in this season.
How likely it is for it to be windy in this season.
How likely it is for it to be very windy in this season.
Fish in banks will replenish by this amount at the beginning of this season.
Temperature will randomly oscillate between these 2 values (in Celsius)
,
How long this season is, in terms of a fraction of a year, all season durations have to add up to 1.
How likely it is to rain/snow in this season.
The speed of wind between a range
,
How likely it is for it to be windy in this season.
Temperature will randomly oscillate between these 2 values (in Celsius)
,
How long this season is, in terms of a fraction of a year, all season durations have to add up to 1.
How likely it is to rain/snow in this season.
How likely it is for it to be windy in this season.
How likely it is for it to be very windy in this season.
Temperature will randomly oscillate between these 2 values (in Celsius)
,
How long this season is, in terms of a fraction of a year, all season durations have to add up to 1.
How likely it is to rain/snow in this season.
How likely it is for it to be windy in this season.
How likely it is for it to be very windy in this season.
Define whether this season has reduced fauna or not.
Yes
Temperature will randomly oscillate between these 2 values (in Celsius)
,
Choose to load preset...
<?xml version="1.0" encoding="utf-8"?>
<environment>
</environment>
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Hardcore Mode
Player whether this scenario can be played in hardcore mode or not.

Nomad Mode
Player whether this scenario can be played in nomad mode or not.

Category
Defines the category for the scenario.

Group ID
Defines the group for the scenario, you can group several related scenarios and they will appear next to each other in the game UI.

Map size
Defines the size of the map, beware that big maps can drain performance.

Show Completion Icon
Defines whether a small icon will appear next to the scenario indicating it's completion status.

Required Scenario
Specifies another scenario the user has to complete before playing this one.

Required Milestones
Milestones needed for the scenario to count as completed, so that depending scenarios can be started.

Custom Settlement Name
Determines if naming the settlement is an option on game start - unknown default name, where to set the name

Loading Screens
Referees to the loading screen images

Starting conditions
Defines the conditions when game is started.
Season
Spring
Visual Setup

Visible
Whatever to display the previous scenario(s).
Choose disaster...
Choose to load preset...
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Write or paste XML here
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Write or paste environment XML here...
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root:{
0 items
}
}
Write or paste scenario XML here...
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root:{
0 items
}
}