An interesting discovery.
I found code that sets node type according to the land in the node's aura, based on the most frequent type of terrain.
Ocean, Shore -> Sorcery node
Mountain, Desert -> Chaos node
Forest, Grasslands ->Nature node
except, the game throws away the calculated amounts and rolls a random number for each afterwards.
And the rolled numbers are not the same. Ocean is rolled on D25 while the others are rolled on D15. So Sorcery nodes are more frequent than the other two. Based on these rolls, about 55% of the nodes end up sorcery?
But there is more...
In another procedure after all 30 nodes are generated, it counts how many of each type there are per plane.
For Arcanus, If there are at least 10 Sorcery nodes total then the game replaces Sorcery nodes until there are at least 6 Chaos and Nature nodes on the plane.
For Myrror, if there are at least 4 Sorcery nodes, then some will be replaced until there are at least 4 Chaos and 4 Nature.
(assuming we set a 17/13 for the planes for the following
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
So on Arcanus the game can generate 6 chaos, 6 nature and 6 (now 5) sorcery nodes, or if the amount of sorcery was below 10 to begin with then even 9 sorcery, 4 nature, 4 chaos is possible.
So basically instead of checking and replacing each type, the game generates too much sorcery and replaces those to bring up the amount of the others to 6 each.
On Myrror it's the same but the mechanism is triggered by 5 or more Sorcery nodes, and brings up each type to a minimal 3.
...not sure if I like this system, feels...weird. And it's perfectly possible to end up with 0 or very low of any type as long as the sorcery roll is not high (albeit that actually isn't like to happen...)