Regarding the current a20 state of RWG: (selectively quoted)
If you see the same 1-10 POIs in the first 2 cities you explore, you know the randomness has failed.
You will also have repetition, but it will be so low that nobody will really notice (needs lots of POIs to work though)
I agree that while A20 RWG promises significant and exciting advancements, that players are still going to eventually find it repetitive. The human brain is pretty good at finding patterns. I suspect even the randomness introduced by Parts will feel the same after a while.
Several months back I did some analysis. Using a variety of map generators, I was seeing 8k maps with 2,500 to 3,500 POIs being placed depending on the number and size of cities desired. A19 (vanilla) has around 500 POIs. A20 is adding how many new vanilla POIs... around 200... so 700 total? If the map needs 2,500 POIs, then you're looking at roughly 2,500 / 700 = 3 to 4 copies of each POI to perhaps 3,500 / 700 = 5 copies of each POI.
Let's throw in the CompoPack. Yes, this is going to assume that all the CP POIs are placeable. Many are quite large and do not place well and/or are very thematic/unique and may get excluded for matters of taste.
For A19 vanilla (~500 POIs) and CP 47 (~500 POIs) we get around 2,500 / 1,000 to 3,500 / 1,000 = 2.5 to 3.5 copies of each POI. For A20, let say for the sake of discussion CompoPack 48 is approaching 700. Now we're talking maybe 1,400 POIs total. 2,500 / 1,600 to 3,500 / 1,400 = 1.7 to 2.5 copies of each POI. (Better!)
So, take a step back here. Even with hundreds more POIs, we're still probably going to struggle to have more than two semi-unique cities per map. Trying to reduce repetition by increasing the number of POIs make sense, but
numerically speaking it seems to me we need to add more POIs than TFP and the community has created to-date.
Other things that will make a map more repetitive will be:
- increasing the number of cities
- increasing the size of cities
- increasing the size of the map
The first two bullets often have me trying to think of ways to make the Wilderness more of an attraction for play, but the city is so appealing to players. Cities have dense-packed POIs, so there's a high concentration of loot and zombies, plus that's where you find the traders. The high tier POIs are usually in cities too. Players don't really leave the cities, except maybe to mine, but then they don't usually go far.
The last bullet I think is worthy of some discussion too. If you go to a 16k map, you've
quadrupled the map area. The need to place 2,500 POIs turned into a need to place 10,000 POIs. Assuming the goal would be to make unique cities on 16k maps then... well... maybe AI needs to be making POIs.
I gather POI devs should have to keep making even more POIs for that to happen consistently, I mean AMIGONE funerals everywhere points to a lack of funeral home variety for example.
Certainly, and this will lead to some interesting placement issues. Finding two Fire Departments next to each other is undesirable. How does RWG know that two different Fire House POIs should not go next to each other? Finding a bunch of fast-food restaurants next to each other is normal. Finding a bunch of McDonalds next to each other would be silly. How does the RWG know which POIs are in the same chain? It can know not to use the same POI, but functional equivalents are a challenge.