Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Clash of Civilizations > Proposal for a Complete Infrastructure Model
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
axi is offline axi
Prince
Athens Greece
Sep 1999
time: 07:13
Question  Old Post 04-02-2001 10:44
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I don't know Mark, I don't have a clue as to how you're doing stuff in your code. How do you handle preferences? According to my model, if you create an infraclass only when you want to make a military unit, then the people won't be able to build TF elements by themselves.

What do you think about my post in the new economy thread? Any more facts and issues to be added? It is surely incomplete but maybe I should cross-post some stuff over here. It is an infrastructure discussion you have there, you see...

------------------
"In a time of universal deceit, telling the truth is a revolutionary act."
George Orwell

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
  Old Post 22-11-2004 18:02
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Support Apolyton or Terrorists Win

This is an old one eh?
Look here too, for the OO discussion thread, and here for the latest economy discussion.

This is something that I recently remembered from my EIT design. It has potentially large impacts to the economy and infrastructure models, though until I got somewhat into typing it, I didn’t realize how large the effect to the economy model was, I was thinking it would only impact the infrastructure model. Seeing that this was buried 10 pages in and the economy model thread was only 2 pages in, I bumped this one instead of the economy model.

Land Cover

Land cover describes the physical aspect of Infrastructure’s encroachment on uninhabited land. Every piece of land that I’ve ever known can only hold so much infrastructure (housing, roads, etc.) before it is filled, and the same should hold true for Clash.

At its most basic, I’m talking about adding a new property to tiles (which defines Unusable Land, Covered Land, Unused Land and Used Land), and a new property to infrastructure (which defines % of land used per unit – higher technology allows infrastructure that takes up less space for equal or more gain, to a point).

Unusable Land – As it implies, unusable by civilization.
Covered Land – This is covered by jungle or forest, and unusable by civilization, except for logging.
Unused Land – This is not yet used by civilization, yet not covered.
Used Land – This is the amount of land filled with infrastructure.

So what use is all of this?
1. This will help aid in determining what tiles are ‘cities’ and which aren’t. Larger land coverage usually indicates a more rural tile (farms take up a lot of space), while large portions of unusable land will severely limit development of the region.
2. This will aid in population control for rugged areas. For example, given a mountain tile and a flat tile of the same tech level, the mountain tile can physically hold less people than the flat simply because there is so much unusable land.
3. This is scalable to the size of the tile.

As I’m writing this I realize that, in essence, this is a more detailed and sophisticated version of the ‘Farms, Resources, Services’ that is currently used by the economy model. Since I’ve already pushed for a near-total rewrite of the military model, and I’ve come to realize that this would require a large rewrite of the economy model, I’ll just let this post stand as is, until comments are made, except to say one last thing. We’ve been needing to refactor the economic code for some time now, assuming it isn’t done, perhaps posting this now isn’t such a bad thing.

yellowdaddy is offline yellowdaddy
Prince
Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003
time: 05:13
  Old Post 25-11-2004 17:42 Visit yellowdaddy's homepage!
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I'm guessing that you could convert some Covered land, and perhaps even some Unusable land to Usable land at a cost?

I'm thinking of:

- logging to clear land.
- land reclamation from sea/lake (desert?!) and draining swamps
- mining into a mountain terrain square to increase usable land?!

and if there's environmental effects, I suppose the reverse could happen?!

you might have to allow for some funny nomads - like forest tribespeople who live up trees or in villages; tent-dwelling nomads, and igloo-builders. Some people even live on floating villages in lakes! (or is this too much detail : )

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
  Old Post 26-11-2004 00:01
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by yellowdaddy
I'm guessing that you could convert some Covered land, and perhaps even some Unusable land to Usable land at a cost?

I'm thinking of:

- logging to clear land.
- land reclamation from sea/lake (desert?!) and draining swamps
- mining into a mountain terrain square to increase usable land?!

and if there's environmental effects, I suppose the reverse could happen?!


That's part of the reason I designed it this way. Another major factor was a detailed commodity-based economy, which is very different from the abstract model Clash has.

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:13
  Old Post 20-12-2004 06:16 Visit Lord God Jinnai's homepage!
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Does this represent surface land use or total land use. FE if a tile had a city built almost entirely underground, but with very little of the above surface used, how would it be represented?

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
  Old Post 20-12-2004 07:54
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

It models surface area.

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:13
  Old Post 27-01-2005 03:45 Visit Lord God Jinnai's homepage!
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Tired of ads?

Ok, but then how would you represent such an occurance? Seriously a signifigant amount of infrusture is built underground. True, not an entire city, but its not without the realm of plausability

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
  Old Post 30-01-2005 08:38
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Support Apolyton buy from Amazon

I didn't. For the most part, I made the assumption that the space underground is unlimited. That may seem absurd, but when you compare the infrastructure built above ground to infra built underground, it's obvious that the above ground infra takes up a lot more space, and is therefore at a much greater premium than underground space. Plus, theres very little underground infra compared to above ground infra comparitively speaking. To model the "high-rising" effect leading to skyscrapers, I simply reduced the percentage of land area that infrastructure occupied with technology. For example, if a unit of housing infra took up .1% of land, over time, technology would reduce that to .01% of land, allowing you to build more units in less space.

If you're getting at some sort of fantasy or fictional scenario, I'll save you some time by telling you I never took them into account.

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:13
  Old Post 31-01-2005 20:29 Visit Max Sinister's homepage!
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Support Apolyton buy from Amazon

But during history, in the same way as prosperity grew, so did the houses, didn't they?

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:13
  Old Post 31-01-2005 23:58 Visit Lord God Jinnai's homepage!
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
If you're getting at some sort of fantasy or fictional scenario, I'll save you some time by telling you I never took them into account.
In the extreme manner i was, but considering is plausible even most of the extreme cases, it should be considered.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0323 seconds (89.40% PHP - 10.60% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net