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 > Map Generator 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 (5): [ 1   2   3   4     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Lightbulb  Old Post 18-08-1999 06:38
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Map Generator Model Put an end to popups!

Hi all,

At Marks' suggestion, I've volunteered to pick up on the map generator model. Since I've been unable to reach Gregor to get his version, I've worked up a fairly simple model of my own. My background is in cartography and natural resources, so I'll try to use that to our benefit where possible. Following is a brief outline of what the model will do. I'm still working on the (pseudo)code for the working model; since I program in "ESRI Avenue" (also object oriented) and not Java (yet) it is not a "true" code, but it shouldn't be too tough to translate it later into something that will actually run. Please note that this is still really rough, but I wanted to get something posted to get some comments before I get too involved in hashing out the details.

The basic idea is to simulate plate tectonics as closely as we can without taking up a huge amount of processing time (simple, eh?).

This model starts off by creating a supercontinent, then fault lines are arbitrarily defined by splitting the supercontinent up into x plates. 25% of these plates (we can tinker with the ratio as needed) are labeled as "sea" plates, while the rest are labled as "land plates". The purpose of the sea plates is to create seaside mountain ranges (eg Chile) when the sea plates ram into the land plates

Next, the plates are moved around a bit, forming mountain ranges where they collide. A primitive climate model is used to determine the positions of deserts and vegetation distributions. Finally rivers, resources, and initial starting positions for the civs are selected based on certain criteria for locations (FE you wouldn't stick a tribe on a mountain top - usually!)

I know that a lot of people liked the idea of setting the sea level later to create undersea trenches, etc. That would require a Digital Elevation Model (DEM) or something similar to it for that type of model to work. I have quite a bit of experience using DEM's for hydrological analysis in the real world, and so haven't ruled out developing a model like that as well...I just put it off for the sake of time now, since it would be considerably more complicated. Any suggestions, gripes, etc are welcome! I'll link the actual "code" on my own site when I get it written up. Have at it!

I. Build Land Mass
A. Create Supercontinent
i. Select centroid
ii. Randomly build cells around centroid
B. Create Faults
i. Select landmass centroids
ii. Build landmasses about centroids
iii. Randomly designate sea plates (4:1 ratio of land plates to sea plates)
C. Move Landmasses
i. Select random direction move each landmass
ii. Move landmasses
iii. Change terrain as landmasses collide
D. Finalize Landmass positions
i. After n iterations, end movement
ii. Remove sea plates (they’re underwater anyway)
II. Climate Zones
A. 4 primary jet streams
i. Divide the map into 8 lateral bands (at equator, and halfway between the poles)
ii. Assign E-W and W-E alternately to each band
B. Delineate climate zones
i. Assign polar/boreal regions (bands 1,8)
ii. Assign temperate regions (bands 2,3 and 6,7)
iii. Assign tropical regions (bands 4,5)
III. Vegetation, Rivers, Resources, Tribes
A. Distribute vegetation
i. From “starting” edge (depends on wind direction) move pointer across map
ii. Assign vegetation according to terrain at pointer and according to 2 squares upwind)
iii. Move pointer to next square
iv. Iterate until band is vegetated
v. Move to next band and repeat
vi. “Average” out terrain at climate bounaries to avoid extreme transitions
B. Place rivers and lakes
i. Randomly place lakes and seas (within climate limits)
ii. Randomly select headwaters (50% of lakes will have a HW)
iii. Trace rivers from HW to sea according to terrain
C. Distribute resources
i. Randomly assign resource x,y coords
ii. Allocate resource at random coords according to terrain and veg at location
D. Distribute starting tribes?
i. Randomly assign tribe locations based on min distance from other tribes and veg/terrain limits



------------------
Paul

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 18-08-1999 06:42
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Increase Your PM Length

My apologies for the crappy formatting of the outline above...the spacing got all screwed up

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Thumbs up  Old Post 18-08-1999 07:17 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Civilization 2

Paul:

Your model looks great so far to me. I have only one question, and one comment at this point. My question is, I don't see how you get eight lateral bands out of something (a band, or a line) at the equator, and to more halfway between the poles. Can you clarify that for me?

In terms of placement of civs, we may not necessarily want to distribute them evenly. I think this can be left up to the player. We were planning on having a cost system for various start-up options such as cultural attributes, initial size of civ, proximity to others civs, etc. So civ placement might or might not be determined by the player (in general terms) and might have a point cost associated with it. The actual costs used would depend on play-balance determining the values of the various options.

Mark

Keli is offline Keli
Settler
Reykjavik
Aug 1999
time: 05:13
Post  Old Post 18-08-1999 14:33
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Enter the AD-FREE zone

Hi Paul,

you model looks very good.

Only got couple of comments,

a) Are mountains only created when landmasses collide?

b) Wouldn't it be better to place rivers first and then decided placement of tribes?

Keli

PS: I'm at work, thus the new profile, couldn't remember my password :-)
[This message has been edited by Keli (edited August 18, 1999).]

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 19-08-1999 02:05
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Mark: Sorry about the confusion...I had originally planned on having 4 later bands to simulate the circular motion of the weather patterns and transvergence zones. I later decided that 8 zones better represents the pattern than 4, since we're trying to simulate circular phenomena that occurs on a sphere on a flat map! phew! So the the short answer after a long response is that there will be 8 zones, fairly equally distributed (4 on each side of the equator).

I really like the idea for distributing starting civs on a point basis, since it allows for the handicapping of expert players.

Keli: Thanks for the input! I had actually thought about volcanoes, the other major contributor to mountain ranges, when I was brainstorming but I forgot to include that into the model. I definitely will, since they do affect major portions of fault areas. Since we're identifying fault areas, this gives us the potential for including natural disasters in the sim (eg earthquakes and volcanoes in addition to weather related disasters based on the climate model). Disaster-prone areas could be identified at the start and given a value based on the likelihood of each disaster ocurring. Disasters could then be randomly triggered based on the potentials calculated at the start. Any thoughts on this, anyone?

To answer your second question, Keli, I think the model already determines river courses prior to civ site selection - the poor formatting of the outline (no identations) just makes it a little less intuitive. In any case, the rivers should definitely be carved out first. Probably even before vegetation selection, since you CAN have rivers running through the desert with lush vegetation in the immediate valley (eg the Nile).

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 20-08-1999 05:06 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Help yourself to an AD-FREE life

Paul:

I don't think handling the plate-induced natural disasters will be too tough. Esp when we know plate boundaries (and maybe intra-plate stresses?) However, I'd be happy to skip the specifics for now since I think its an easy add-on later.

What do you think about climate change through the game? Now That would be cool.

Great stuff,

Mark

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 26-08-1999 06:24
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Mark: Still working on the model, but "real life" has slowed me down a bit (job interview and work deadline coming up next week). Quick question, though...

I have a conceptual model in progress (eg if cell A collides with cell B, then that cell becomes "mountain"). Is that what I should be producing now? Or should I be identifying objects, etc. It's a little tough for me to get really detailed in the exact process, since I'm not totally familiar with J++ and the requests that you can send to the different objects (and as a result, I obviously don't know which objects are returned).

Bottom line: How detailed should I be in modeling the processes? Any idea who is going to actually code them? I could give it a whirl, but I won't be able to invest the time in learning J++ until November (I defend my M.S. in October ) Or is it ?

Thanks!

Paul

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:13
Post  Old Post 27-08-1999 00:48
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization 2

Hi, Paul:

I'm not sure what Mark is going to say, but I can go this far, I think --

In the 'Space' class (dumb name, but it's early!) there will be a 'Map' class/object. In that 'Map' class there will be a 'generateMap()' method. This method likely will instantiate another class (MapBuilder?), where your model will be coded. Any parameters can be sent to it, of any kind, and anything can be returned -- even another object. Most likely 'generateMap()' will return a 'Location[][]' object. That's a 2-dimensional array of 'Location' objects (we will write those, too, of course). This 'Location[][]' object array will be the functioning worldmap. Locations will be accessed by index #, relating to grid coordinates. I.E. 'worldmap[2][3]' will be the 'Location' object that contains all the vars for map location 2, 3.

I hope this helps. I don't know who will do the coding. I'm pretty busy.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 28-08-1999 03:32 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Hi Paul:

My take is that you should formalize the mathematical and conceptual nature of the model, and when that is fairly far along we can worry about handling it in code. Given the slow pace of things so far, I would guess that we can wait until November if you're interested in coding it yourself. There are huge number of things we can do before the map generation will be needed. If you need help sticking the model into a class structure, I'd be glad to help you out when the time comes.

mca is offline mca
Chieftain
Odense, Denmark
Jan 1970
time: 06:13
Post  Old Post 02-09-1999 02:33
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Paul:

The outline of your model sounds great.

I'm looking for a limited (in size) corner of the project to work on, so if you have a somewhat detailed algorithm that you think will work, then I can try to implement it in Java.

Martin

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 04-09-1999 02:47
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

MCA: Thanks for the offer. I just found out that I'll be starting a new job in late October/ early November and I need to defend my M.S. before then, so I obviously won't have the time to do the coding myself before then (especially since I only know Avenue and not Java!). I AM working on the model, however, and next week I'll send you what I have to date and we can take it from there. I look forward to working with you!

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Lightbulb  Old Post 07-09-1999 00:47
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Mark (and anyone else interested in this...)

Just a quick update on the progress with the Map Gen Module: MCA and I have begun collaborating on the coding of the model. I've worked out a pretty detailed conceptual model that should be reasonably easy to implement (MCA can verify if I'm correct in this assumption!)

You can add the following features to the original proposal above:
1. Volcanos produced near faults
2. Deep sea volcanos to produce some islands
3. Atolls/island chains
4. Erosion effects during map development (FE wearing down of older mountain ranges).

I have some pretty solid ideas on how to implement these features, so we'll see If we can do everything in the outline, I think that we'll have the most geographically/geologically accurate maps in any sim out there. MCA and I'll keep everyone updated as we make progress to ensure the inflow of fresh ideas that can only enhance the model.

Paul

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 07-09-1999 00:57
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I forgot to ask my questions:

What is the size of the map matrix (x,y)?
What land area does each cell represent?
Has anyone come up with final definitions for terrain/vegetation types?

On these last two, several proposals have been bounced around throughout various threads, but I haven't found anything listing the final say on what we'll use.

If terrain/veg types are not defined yet, what number are we limited to? FE in Colonization, forest is broken down into several types (conifer, mixed, deciduous, etc). Forgive me if I didn't get the Colonization types right - it's been ages since I played that game (got boring REALLY quickly - too much micromanagement!)

Should we start a thread listing the "final" parameters for "global" variables? FE cell area, # terrain types, # units, etc. It might make things easier once we start docking modules. Then again I'm not a programmer, so what do I know!

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Thumbs up  Old Post 07-09-1999 02:07 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton or Terrorists Win

Hi Paul,

I like the new features .

> What is the size of the map matrix (x,y)?
I'm going with 320 by 200 cylindrical right at the moment...
Suggestions welcome.

> What land area does each cell represent?
Approximately 100 kilometers on a side.
The current graphics plan is to have them be "diamonds" with the corners pointing in the compass directions. Like in Civ2...

> Has anyone come up with final definitions for terrain/vegetation types?
No, don't have anything final on this one. I guess just pick the ones you like from the discussions.

> If terrain/veg types are not defined yet, what number are we limited to? FE in Colonization, forest is broken down into several types (conifer, mixed, deciduous, etc). Forgive me if I didn't get the Colonization types right - it's been ages since I played that game (got boring REALLY quickly - too much micromanagement!)

I think we can cope with several kinds of forest / jungle etc. if you think your model can reasonably calculate them. If it turns out to be a fundamental problem we could just redefine them all back to forest.

> Should we start a thread listing the "final" parameters for "global" variables? FE cell area, # terrain types, # units, etc. It might make things easier once we start docking modules. Then again I'm not a programmer, so what do I know!

Well... we Should, but I'm not up to it at the moment. if you would like to take a shot at the terrain types here I'd appreciate it. The military model is far from being reasonably complete, so I think starting to talk about specific units would be premature. These are all going to be read in from an initialization file anyway, so they really don't have to be finalized until fairly late in the project. Obviously, the stuff with graphics will have to be worked out well before then. My best guess is we should just work out the specifics of each model when that model is at the right stage, in the sprirt of OO programming .

On the topic of wearing down of mountain ranges, I may have missed it, but are you going to start with pre-existing mountain ranges on your mega-content? So we can have really old mountain ranges, as well as relatively new ones?

BTW, any chance of getting reasonable mineral deposit locations with your model? I know I'm really stretching, but hey, I've got to try!

Sounds great, I can't wait to see it.

[This message has been edited by Mark_Everson (edited September 06, 1999).]

mca is offline mca
Chieftain
Odense, Denmark
Jan 1970
time: 06:13
Exclamation  Old Post 13-09-1999 23:49
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Help yourself to an AD-FREE life

We now have pretty pictures of the map generator in action! What you'll see in the snapshot are some of the the very first, bug-filled elevation maps that have been generated, along with plate tectonic maps (Step I in the model).

There are still some issues that need to be addressed: how and how much we're going to move the plates, some mountain raising and erosion parameters that need to be found, and (perhaps most importantly) some "interesting effects" that I can't quite explain yet, before we move on to climate zones and vegetation.

Note that the implementation so far uses square map cells, because it is a no-brainer to display them

Source code, of the early prototypical variety, is available.

Martin

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Cool  Old Post 14-09-1999 00:25 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

mca (and Paul too...):

Looks cool. If the red are mountains, they already look more realistic than civ I can't wait to see it when you move the plates around a little more vigorously.

Great Work!

Mark

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
Post  Old Post 22-11-1999 04:26
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

I noticed that the model lacks some detail in the climate area. For instance you've only included polar temperate, and tropical, but there are more zones than that. You should also include sub-arctic sub-tropical, and divide the temperate zones in both hemispheres into two seperate parts. The reason for dividing the temperate zone is that it is the largest of them and there is much variation from the Polar half compared to the half nearer the equator.
So you bands would be:
arctic (1)
sub-arctic (2)
cool temperate (3)
warm temperate (4)
sub-tropical (5)
tropical (6)
equator ---
tropical (7)
sub-tropical (8)
warm temperate (9)
cool temperate (10)
sub-arctic (11)
arctic (12)
Another thing is the terrain. We need to include polar ice caps. Submarines would be able to travel under them and tanks could roll on them. Ships could wreck due to icebergs near the caps to make sea travel a little more realistic and a little more treacherous. With the polar caps we could include a chance of loosing nearly any military unit due to cold, doubled if you have no supplies, reduced with certain technologies.
[This message has been edited by Toubabo_Koomi (edited November 22, 1999).]

mca is offline mca
Chieftain
Odense, Denmark
Jan 1970
time: 06:13
Post  Old Post 22-11-1999 05:43
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Put an end to popups!

Minor progress has been made on the Map Generator. Current status, prototype source code, and screenshots are available at http://danish.visl.ou.dk/~mca/clash/ .

Please note that previously posted links to source code and screenshots are now invalid.

Martin
[This message has been edited by mca (edited November 21, 1999).]

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 22-11-1999 06:00
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Tired of ads?

TB: Thanks for the comments - in case I didn't mention it in the posting, the model described there is preliminary (and has already been updated quite a bit from that outline). Don't worry - we'll implement some of your suggestions in the climate model. We're shooting for a compromise between playability and realism, though, so we probably won't be able to do everything. Subs moving under the ice caps FE, unless Mark is interested in working up some kind of cool movement model to incorporate movement over the North Pole on a Mercator projection (not easily done due to the extreme distortion at the poles!)

alms66 is offline alms66
Prince
Louisiana
Oct 1999
time: 23:13
Post  Old Post 22-11-1999 14:23
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton buy from Amazon

Paul--
If the layering of graphics is going to be used (which it looks like it is), you could apply the same technique here with a little use of transparent graphics. The polar ice itself would be semi-transparent. The submarine could become semi-transparnt when it submerges, which could be an actual order for the TF. Then when a sub moved "onto" it, it would give the appearance of being underneath the ice. This would also give the appearnce of it being under water when it submerges at sea also.


I don't know if any of you have ever played Call to Power, it sucked , they had two really good things that I did liked.
For one you could take the option of playing on a doughnut world. With that on you could move not only east-west off the map but also north-south, which was very cool, and I think we should eventually include it.
The other was the semi-transparent "Fog of War". I really liked this one because it was cool when you placed a radar station how the fog lifted.

[This message has been edited by Toubabo_Koomi (edited November 22, 1999).]

Paul Crocker is offline Paul Crocker
Warlord
Slidell, LA, USA
Jul 1999
time: 05:13
Post  Old Post 23-11-1999 03:58
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton buy from Amazon

Toubabo:

Since this really has little to do with graphics, it's a bit OT, but since you asked the question here, I'll answer it here. If you wish to pursue it in more depth, I suggest that we either find a more closely related thread or start a new one
I think that you may have misunderstood my last posting (I apologize if I was unclear). We can easily display subs under the polar caps - the problem is with the map projection itself and with how we handle the movement of units on that projection. There was a thread that dealt with this back in late August or early September (do a search on "projection" and "Albers" and it should come up). We're using what's basically a Mercator projection. If you're unfamiliar with that term, think of the map you may have seen (often in elementary school) that shows a huge representation of Greenland in proportion to the rest of North America. While this projection is OK for many things, it's terrible for displaying anything near the poles due to the distortion (that increases the closer you get to the poles). The problem we would face is this: picture a sub going over the pole from North America...it crosses the north pole and heads south towards Russia. On our flat map, it would head "up" the map from N. America and pop up further east (or west depending on how you look at it) at the top of the map heading "down" the map. While not impossible, it's an aberration from the normal movement mechanics that Mark is working on. He can probably give you a better answer on whether it's really "doable" or if it's not worth the work involved. As far as using a different projection (like your donut), we've already discussed that topic to death in past threads (you should do a search on those if you really want to pursue this, so as to not repeat anything that we've already discussed). As to your original posting - I'll look into expanding on the temperate zones (I had already given some thought to it, but you just gave me greater incentive to do so)

Nonetheless - thanks for the comments! Even if we can't implement them, they are still valuable Keep 'em coming.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 23-11-1999 19:18 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

TK, Paul:

We might do something about polar movement Eventually, but it would be a kludge added in near the end. I'd prefer to put off discussion on such things until we get more of the basic model and code implemented.

Fog of war will be handled in some way TBD. That's more of a military issue.


MCA:

Hi. Glad to hear from you. Hope everything's going well with you. The GNU Lesser General Public License concerned me for a bit, but it Does look like the right way to merge open-source parts into Clash. I'll need to look into some details later...


MCA & Paul:

Some of the continents look Very geometric. I assume we can take care of that easily, by giving the initial plates more "texture" at the start...

johnmcd is offline johnmcd
Prince
Edinburgh
Oct 1999
time: 05:13
Thumbs up  Old Post 24-11-1999 17:32
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Tired of ads?

Paul and MCA:

What a beaut. I just looked at this and the associated web site, I'm amazed. I think the worlds it produce are very authentic looking.
Thats all.

mca is offline mca
Chieftain
Odense, Denmark
Jan 1970
time: 06:13
Post  Old Post 24-11-1999 20:47
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Lose 30 kilos (of popups)

Mark:

Don't worry, the very polygonal shapes of the continents and the very linear mountains are not features, but broken features, as noted on the page. The issue will therefore be addressed in future releases

The LGPL permits open source modules to be linked to proprietary code, so I expect there should no problems with the licence.

Martin

Henrique Duarte is offline Henrique Duarte
Chieftain
Portugal
Jan 2000
time: 05:13
Post  Old Post 19-01-2000 20:33
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Put an end to popups!

Hi everybody

I am a geology researcher and my MS (soon to be I hope :-) is in gold and tungsten deposits so I believe I can answer Mark on the reasonable location of resources.

There are plenty of papers on Plate-tectonics, geodynamics vs resources
We can assign a probabilty of a resource existing on a square according to a tectonic classification that we could give to the square:

Is it a recent plate boundary (ocean vs continent, continent vs continent), an old plate boundary, a forebasin etc etc
Then we can give a probability of each resource appearing in each of those types of squares according to known actual relations

here are some of these relations

Copper porphiry deposits (I am not sure whow to spell these) are very comon on recent mountain ranges in ocean-continent boundaries

massive sulphides (tin and coper) on old oceanic basins and recent ocean plates

and this can go on and on - it will only depend on what resources you want.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Thumbs up  Old Post 20-01-2000 06:04 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Remove this text

Henrique:

That's Great! Here is a list off the top of my head of the major geology-related resources. I don't know if we will use all of these, but this is pretty close to a probable final list.

Gold, silver, gemstones (could be a variety of types)
tin, iron, possibly copper, aluminum (bauxite)
coal, oil and uranium

I'm sure others will chime in if I have missed anything of vital importance.

Krenske is offline Krenske
Settler

Jan 1970
time: 05:13
Post  Old Post 20-01-2000 07:18
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Browse Apolyton AD-FREE

Mark,
I think you have covered the basic geological resources, the only extras I can think of are generally quite rare and are probably only good for trade in the modern era (Titanium, Tungsten).

Extra idea 1. Deposit types.
I don't know if it has been mentioned yet but could it be possible to have 3 types of deposit surface, mineable and deep. A surface deposit requires no mine to gain the benefit, rare but immeadiately useful. Mineable is as is currently available in Civ2 requiring a mine. Deep could be a new type where GEOLOGY needs to be learnt before you can detect the deposit. This gives all those Explorer/geologists something to do in the later game. It may be possible to include a special Mine improvement for Deep deposits.

Extra idea 2. Resource Exhaustion.
Many of the deposits around the world that were originally mined have now degraded. The copper and iron deposits in Turkey for example, Aluvial gold in California. Could deposits be given a "life"? This could be hard to implement but may be a nice feature. (To go with the above, many surface deposits could have limited lives, while mineable and deep deposits remain)

Extra Idea 3. Yield/Quality.
Way to many ideas. Variable yields for deposits. A gold mine is not necessarily the same as any other. Maybe the yields could vary by 1.

Feel free to ignore whatever you don't want.
[This message has been edited by Krenske (edited January 19, 2000).]

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Thumbs up  Old Post 20-01-2000 08:02 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Krenske:

We potentially could do any or all of these. We already have the yield idea, if not the quality part of that in the model. Exhaustion can easily be modeled, my take on it was just which was the most fun for the player, perma-resources or exhaustible ones. The depth of deposits is something that we don't have in their yet, and I'm embarrassed that I didn't think of it! That's probably the most important of the three.

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:13
Post  Old Post 20-01-2000 11:38 Visit Lord God Jinnai's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Tired of ads?

Uranium should be Uranium 235. 238, the natural state is much more common. 235 is what is used for nuclear power.

Also Nickle and platinum. Also make sure diamonds are common. They really are in this world but because of politics/economics many of the diamond mines are never mined because the price would drop drastically. Any time one is discovered now days it is bought out by the largest diamond mining company in the world to keep prices high.

Also marble and perhaps oil shale.

Henrique Duarte is offline Henrique Duarte
Chieftain
Portugal
Jan 2000
time: 05:13
Post  Old Post 20-01-2000 12:51
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton buy from Amazon

I see where you are leading.
I will try to give a complete modelling (as close as possible to the map generator) on surface and depth resources.
we can have one of two approaches
1. Each square will have a basic level of every resource according to geological setting (only when it is clearly a geological stupidity will he assign 0 to any resource, which as Lord Ginai holds true to diamonds (well this one is in fact the worst example because is one of the few resources that is EXTREMLY constrained in geological terms, but the idea is quite true). The resource will be split into deep and shallow also according to geological setting. As mining starts the base level will be reduced accordding to a log function. (resources will go down fast, but it is dificult to achieve total depletion of a resource on the game scale)

2. Just simulate very large deposits - geologic anomalies - in this case it is a bit useless to simulate deep/shallow or depletion issues. Large anomalies are LARGE anomalies.

seeing you

 
Pages (5): [ 1   2   3   4     >> ]
< 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 0.0582 seconds (93.73% PHP - 6.27% 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