The Savagery Map Tab.

This tab generates the savagery map which determines the general strength of the creatures living in the tile.
Savagery Tab Screenshot

The Zoom Level control will zoom in all maps associated with this tab. Zooming in will change the size of the edit brush so that the edit reticle cursor always shows the extent of the brushes effect.

The ‘Percent Below Benign Threshold’ slider controls the lowest savagery threshold. Savagery levels below this are considered ‘benign’.

The ‘Percent Below Neutral Threshold’ slider controls the next savagery threshold. Levels below this are considered ‘neutral’ and levels above this are considered ‘savage’. Keep in mind that civilizations generally will not settle in savage areas, so if you use a lot of savagery you should also use a lot of noise so that civs aren’t bottled into a corner where they destroy each other.

The ‘Savagery Gradient Type’ control allows you to set the gradient type for the savagery map. The four gradient types are currently increasing east, increasing west, or two radial gradients that increase or decrease depending on the distance from a place on the map.

The ‘Gradient Center Point’ controls allow you to set the center of the radial gradients. They have no effect on the linear gradients. The ‘hand’ button will allow you to easily choose a center point with the mouse.

The noise map control is the same as on other tabs.

The ‘weight’ slider governs how much of this noise map is added to the final map.

The ‘Feature Size’ slider adjusts the size of the features in the noise field. The higher the number, the smaller the features get. If that seems awkward, the slider is actually controlling ‘frequency’ directly, and size indirectly as a result of frequency.

The ‘Smoothness’ slider adjusts the smoothness of the noise field.

The ‘Generate New’ buttons scramble the noise inputs to create a new noise field.

You may also click and drag on the noise fields to adjust their position in case you want a certain feature to appear in a specific location.