"odds + mg.featureWetVariance" this part is not mine. It's in old Communitas. The logic is to increase forest around fresh water. I reduced this effect and allowed more forest without fresh water. Actually, what I added is this Code: if nearFeatureID ~= FeatureTypes.NO_FEATURE then odds = odds + 0.10 elseif nearPlot:GetTerrainType() == TerrainTypes.PLOT_HILLS or nearPlot:IsMountain() then odds = odds - 0.02 end It increases 10% the chance of placing a feature for each feature already present, and reduces it 2% for each hill or mountain, in a 2 tiles radious. The result is nice at low values of featurePercent. When this function is called, half the tiles aren't placed yet, so values are not that high as they seem. The proof is that in a normal map (featurePercent= 0.26, featureWetVariance = 0.05), there are patches of unforested grassland. There's another function that adds forests, using forestRandomPercent: Code: function IsGoodExtraForestTile(plot) local x, y = plot:GetX(), plot:GetY() local odds = mg.forestRandomPercent local terrainID = plot:GetTerrainType() local resID = plot:GetResourceType() if not plot:CanHaveFeature(FeatureTypes.FEATURE_FOREST) then return false end if terrainID == TerrainTypes.TERRAIN_TUNDRA then if resID ~= -1 then return true end if plot:IsFreshWater() then odds = odds + mg.featureWetVariance end end -- Avoid filling flat holes of tropical areas, which are too dense already if not plot:IsHills() and Contains(mg.tropicalPlots, plot) then odds = odds - 0.30 end for nearPlot in Plot_GetPlotsInCircle(plot, 1, 1) do local nearTerrainID = nearPlot:GetTerrainType() local nearFeatureID = nearPlot:GetFeatureType() if nearPlot:IsMountain() then -- do nothing elseif nearPlot:IsHills() then -- Region already has enough production and rough terrain odds = odds - 0.10 elseif nearTerrainID == TerrainTypes.TERRAIN_SNOW then -- Help extreme polar regions odds = odds + 0.2 elseif nearTerrainID == TerrainTypes.TERRAIN_TUNDRA then odds = odds + 0.1 elseif terrainID == TerrainTypes.TERRAIN_TUNDRA and Plot_IsWater(nearPlot) then odds = odds + 0.1 end -- Avoid tropics if Contains(mg.tropicalPlots, nearPlot) then odds = odds - 0.10 end -- Too dry if nearTerrainID == TerrainTypes.TERRAIN_DESERT then odds = odds - 0.20 end end if 100 * mg.featurePercent * math.min(1, odds) >= Map.Rand(100, "Add Extra Forest - Lua") then --plot:SetFeatureType(FeatureTypes.FEATURE_FOREST, -1) return true end return false end Me neither. I saw it too, but I don't know if that's intented. Maybe the coder thought that once we chopp the jungle, we'd like it better like that. Remember that in vanilla, flat grassland was disappointing due to low production. Another thing that bothers me, and I don't know if it is intended either, it's forests on tundra having just 1 food. I'm used to see forest with minimum 2 food in other maps, but I don't know what is the actual standard value.