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Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
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Jan 1970
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Question  Old Post 19-04-2001 09:20 Visit Mark_Everson's homepage!
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Design decision - Rivers - In square or on edge of square? Increase the size of your Attachments

Where rivers go has come up in a couple of threads recently. I have reviewed what's in the old threads as well as the new ones. (If you want to do so also, just search on 'river'. The OO modeling thread is especially rich on this topic.

I think that the majority of opinion in the past was on the side of rivers being in a square, as they are in Civ2.

In-square benefits:
Simpler for all square-based modeling / coding Including Ecology, Economy (cities are frequently built on rivers and its simpler to have a city in a single square), and the current coding architecture in which rivers are associtated with Terrain of a particular square.

Between-square benefits:
Military - attacking across a river implemented
Borders - using river for country borders is a natural

Some proponents for each side think theirs looks better

I think we should make rivers in-square (the way it has been assumed for quite some time) based on the many benefits of that approach for a wide variety of models. But since we all have a stake in Clash I wanted to give people room for commenting on it before we lock in this finally.

Please put your comments in below, and feel free to copy your posts from other threads to further the discussion!

Richard Bruns is offline Richard Bruns
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Post  Old Post 18-04-2001 22:57 Visit Richard Bruns's homepage!
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I think that we should make the models flexible enough to handle both cases, if possible. With hexagonal tiles, having rivers run between the squares is a very good way to go. (Of course, that assumes that we will have the option to use hexes.) I always liked the structure of hexagonal wargame maps with rivers between tiles and roads in tiles. That way, natural barriers and the importance of bridges can be modeled much better, and the graphics look good.

But I have been convinced that with square tiles, it would not be as good. All of the bends are 90 degrees and they can flow in only four directions. But if they are in the tile, they can go eight directions and they can be made to look better.

The modeling aspect isn't really too hard. We can simply assume that any tile bordering the river has a river inside it.

Lord God Jinnai is offline Lord God Jinnai
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I say in square, mainly because it allows for more natural looking rivers since we will be using square tiles.

LDiCesare is offline LDiCesare
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quote:

Originally posted by Mark_Everson on 04-18-2001 12:20 PM

Between-square benefits:
Military - attacking across a river implemented




Actually, I can as (if not more) easily implement this with in-square rivers: It gives a terrain bonus to defense. Neat and simple.
I'm in favor of in-square because so many cities are built on rivers (Paris even is represented by a boat in heraldry although it is far from any sea for instance).

Mark_Everson is offline Mark_Everson
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Hi Laurent:

The problem with in-square rivers giving a terrain bonus to defense is that a city on a river always gets the bonus no matter what side of the river the city is on, which doesn't make any sense. If one kept track of where the city actually was, it should FE only get a bonus for troops attacking from the west, but not the east. But I don't think this lack of reality in the system is a big problem. Just one of the many trade-offs needed to make a game

Simon Loverix is offline Simon Loverix
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Maybe we could have a special combat mode, like Master of Magic, Imperialism and (I think) CtP. There we could put the rivers on edges.

On the main map I would rather treat rivers like roads, because people use them as main traffic channels when no roads are present fe middle age Europe. Even then we could place a city relative to rivers in a square by dividing the square in eight quadrants and storing the appr. number.. But that probably is more work than it's worth.


[This message has been edited by Simon Loverix (edited April 20, 2001).]

Gary Thomas is offline Gary Thomas
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In view of the size of a map square, any rivers that appear would be rather major ones. From where I live, crossing a map square, a spread of 65km I understand, would involve crossing about five rivers large enough that you could not wade them.

Hence one would assume that every map square (apart from pathological terrain like desert) would have quite a few rivers in it.

If, in a transect across our map, one square in five (say) had a river, we are effectively selecting the largest 4% of rivers to show on the map.

I suppose a study of physical geography would indicate the expected size of such a river, but I rather suspect that it would fill most of a square, allowing for tributaries, meanderings, and related lagoons.

If that is the case, the problem goes away - rivers fill the square as far as movement and so forth is concerned. So they are in the middle and on the edges. Of course for aesthetic reasons they wouldn't look like that in the actual representation, there would be a bit of land at the edges.

Cheers

[This message has been edited by Gary Thomas (edited April 20, 2001).]

axi is offline axi
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Lightbulb  Old Post 20-04-2001 17:46
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I'm for rivers inside squares. I also feel that some rivers should be navigable for some length and the navigable parts have different graphics than the other ones. This way we may eventually have the option of players building canals. These squares should be like coastal squares and allow for both land and naval TFs to move on them.

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

Mark_Everson is offline Mark_Everson
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OK, thanks everyone. I believe this is a reasonbly strong concensus for in-square rivers. We can possibly put in the options that Richard mentioned for between-square rivers in Clash 2.3 .

Gary Thomas is offline Gary Thomas
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  Old Post 19-07-2001 00:43
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As I have mentioned before, I am an advocate of edge rivers. So I am going to have another shot at convincing people.

The following arguments have been presented in favour of in square:


  • Looks more natural

  • Can go in eight directions

  • Simpler to build cities on rivers.

  • Rivers can function as roads



Here are some arguments for on edge:


  • Clearer on the map

  • Drawing doesn't conflict with roads or canals

  • Bridges become possible

  • Natural barriers

  • Defensive barriers

  • Political boundaries



One of the problems that arises is that rivers are both barriers and highways, with diametrically opposed requirements.

Highway versus barrier

Having the river in square essentially eliminates the river as barrier option. An important part of the barrier effect depends on which side of the river you are on.

The only way to implement that with the in square option is to remember where each TF came from, and make assumptions accordingly. This is unsatisfactory.

The implementation of river as barrier in the on edge option is immediate and obvious. All the physical, military and political implications of river as barrier as easily implemented.

With the river on edge, using the river as a highway is still possible - any square with a river on its edge, can be reach another square with the same river on its edge using the river. This also allows crossing the river in the process. So the on edge option does not seriously limit the river as highway possibility.

Looks more natural versus clearer on the map

I agree that in square can be made to look more natural, but only at a cost of having the river on top of (or underneath) other terrain such as roads or cities. Rivers on edge are clearly visible and do not obscure or get obscured by other terrain. The square edges are not actually used for anything else - they tend to be open territory on the map.

I am not immediately sure of the gain from being able to go in eight directions, apart from the aesthetic one. It does give eight ways of covering up other terrain features.

Cities on rivers

One must bear in mind that the visible rivers are really big ones. Very few cities straddle such rivers (Budapest, perhaps, but not London or Paris). In any case, any cities will be at some rather undefined location in a 100 km x 100 km square. Why not at the edge, near the river? Alternatively the city could be on some smaller river within the square and too small to be visible.

Summary

In my view the "river as barrier" and "don't conflict with other terrain" argument strongly favour the river on edge option.

The possible visual appeal of the in square option seems to me very minor, and is offset by the possiblity of obscuring other features.

I confess to being inluenced by:

"Crossing the Rubicon!"

"Crossing the Nemen!"

"Crossing the Berezina!"

"Crossing the Rhine!"

Cheers

Last edited by Gary Thomas on 19-07-2001 at 08:09

Mark_Everson is offline Mark_Everson
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  Old Post 19-07-2001 04:50 Visit Mark_Everson's homepage!
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I guess I'm flexible on the topic. I admit the road-river graphics collision hadn't occurred to me before you mentioned it, and that tips the scales back toward on-edge rivers some. So I suppose if a majority can be swayed to go that way It'd be fine by me to change and try it your way.

What do others think?

But, as a minor issue, I think that canals should be represented the same as rivers, since frequently the two attach to each other.

Gary Thomas is offline Gary Thomas
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  Old Post 19-07-2001 08:16
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quote:
But, as a minor issue, I think that canals should be represented the same as rivers, since frequently the two attach to each other.


I have no problem with that. Bearing in mind that we are talking about Kiel, Panama or Suez level canals here, not the small local canal of England.

Suez Canal at least has significant barrier implications.

Cheers

Gary Thomas is offline Gary Thomas
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quote:
I admit the road-river graphics collision hadn't occurred to me before you mentioned it, and that tips the scales back toward on-edge rivers some.


To me the barrier effect is quite a bit more important than the graphics consideration. I like the possibility of Remagen Bridgehead situations, which are impossible under the other system.

Cheers

Lord God Jinnai is offline Lord God Jinnai
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  Old Post 20-07-2001 20:12 Visit Lord God Jinnai's homepage!
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While barrier is important, I think going with edge rivers looses several aspects.

1. Can't use rivers to travel quickly. Rivers were often used as perferred modes of transportation, espicially downstream, but with them on edges you couldn't do that. This is espically important as this is how Norsemen raided Europe easily.

2. Graphical reasons are important also. While they aren't the most important, having rivers that turn at right-angles is very hard at suspending disbelief. Not everyone will be playing war/strategy-intensive games.

3. Bridge effect can be done with rivers on center squares also. Without such technolgy, you just couldn't build a road on that square say.

4. The Border idea, which seems to be the strongest argument, will be hard to implimnet. Oftern countires were forced to stop a these 'natural boundries' such as rivers and mountain ranges. While using rivers for such a purpose is a good idea, the AI and coding required to put these into effect is probably nearly impossible.

Gary Thomas is offline Gary Thomas
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  Old Post 21-07-2001 08:36
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quote:
1. Can't use rivers to travel quickly. Rivers were often used as perferred modes of transportation, espicially downstream, but with them on edges you couldn't do that. This is espically important as this is how Norsemen raided Europe easily.


I can't see how this follows. As long as the same river is in adjacent squares (whether in the centre or on the edge) the same coding for movement applies in both cases.

quote:
2. Graphical reasons are important also. While they aren't the most important, having rivers that turn at right-angles is very hard at suspending disbelief. Not everyone will be playing war/strategy-intensive games.


If suspension of disbelief is a problem we shouldn't be using squares - squares are actually just a hangover from board games. It is perfectly possible to have a terrain map which doesn't requires squares at all. Such a system has the best of all possible worlds - no matter where a river is it is easy to tell which side of the river a unit or city is. In such as system rivers can wind perfectly naturally, gorges are possible, and so forth. If we are going to suspend disbelief to the point where all turns are 45 degrees, we might as well accept right angles. In fact I have seen such maps and they don't look bad at all. The right-angle effect is much reduced if the rivers cut corners somewhat.

Also, as I stated earlier, rivers in the middle clash with lots of other graphical features which should be in the middle. Mainly roads and towns.

quote:
3. Bridge effect can be done with rivers on center squares also. Without such technolgy, you just couldn't build a road on that square say.


That is a bit extreme - no roads for 50 km, simply because you can't bridge the river? What about fords and ferries? Both of
these are easily accomodated in the rivers on edge system.

quote:
4. The Border idea, which seems to be the strongest argument, will be hard to implimnet. Oftern countires were forced to stop a these 'natural boundries' such as rivers and mountain ranges. While using rivers for such a purpose is a good idea, the AI and coding required to put these into effect is probably nearly impossible.


Why on earth should it be difficult? As far as coding is concerned I can see no problems at all.

Cheers

Lord God Jinnai is offline Lord God Jinnai
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  Old Post 22-07-2001 09:16 Visit Lord God Jinnai's homepage!
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[qupte]
If suspension of disbelief is a problem we shouldn't be using squares - squares are actually just a hangover from board games. It is perfectly possible to have a terrain map which doesn't requires squares at all. Such a system has the best of all possible worlds - no matter where a river is it is easy to tell which side of the river a unit or city is. In such as system rivers can wind perfectly naturally, gorges are possible, and so forth. If we are going to suspend disbelief to the point where all turns are 45 degrees, we might as well accept right angles. In fact I have seen such maps and they don't look bad at all. The right-angle effect is much reduced if the rivers cut corners somewhat.
[/quote]
I'd like to see such a terrain map. If we could do that it would really help alot.

quote:

That is a bit extreme - no roads for 50 km, simply because you can't bridge the river? What about fords and ferries? Both of
these are easily accomodated in the rivers on edge system

Well if that's the case, simply code it in as to whether there was a bridge on that layer or not. For graphical purposes, the only problem would be with forests and it would actually be harder with roads than with the bridges themselves.

quote:

Why on earth should it be difficult? As far as coding is concerned I can see no problems at all.

Here's the reason why. Depending upon the current level or Government Basic Tech and the type of government, you can easily rule lands X squares away. Beyond that it becomes more difficult. The thing is, this usually won't be the case. Say two conties are fighting for terriroy on a continent. and a major river runs through it. In the long run, that river would be considered the natural boundry of both nations unless 1 was completely wiped out or pushed so far back that something else, like a mountain range became its new natural boundry. Can you say that you can program in such things easily?-

Gary Thomas is offline Gary Thomas
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  Old Post 23-07-2001 01:01
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[QUOYE]I'd like to see such a terrain map. If we could do that it would really help alot. [/QUOTE]

I used to own 720 board games, but when I lost interest I gave them away. Several of them had pretty reasonable rivers on the edge of both hexes and squares. At the scale we are talking about (100 km per square), most rivers are more or less straight anyway. So realism is achieved by having several different "straight" sections, which aren't really straight, and wander into the square somewhat. Rather than turns such major rivers tend to have tributaries which join the main river more or less at right angles anyway.

quote:
Here's the reason why. Depending upon the current level or Government Basic Tech and the type of government, you can easily rule lands X squares away. Beyond that it becomes more difficult. The thing is, this usually won't be the case. Say two conties are fighting for terriroy on a continent. and a major river runs through it. In the long run, that river would be considered the natural boundry of both nations unless 1 was completely wiped out or pushed so far back that something else, like a mountain range became its new natural boundry. Can you say that you can program in such things easily?-


The X squares away rule doesn't take account of barriers other than rivers - mountains or sea.

My preference would be that control becomes more difficult based not on number of squares distant, but on the number of ticks of movement, to that square, for some standard unit such as an imperial courier. That approach comfortably takes care of mountains, seas and rivers.

In any case, rivers are no more difficult to deal with than mountains or seas.

Cheers

Gary Thomas is offline Gary Thomas
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  Old Post 24-07-2001 07:48
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There is another argument in favour of edge rivers.

At present the coastlines look very ugly - just straight edges. However, edge river overlays could also be used to provide coastlines - just treat every edge between a land and sea square as a river. The sea side would blend in with the sea tile, but the land side would improve the appearance considerably.

Cheers

Mark_Everson is offline Mark_Everson
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"Coastlines ugly" That is just because the 'shore' pieces that we had for demo 4 haven't been put into the d5 framework! It has nothing to do with the edge-vs-in-tile river argument either way IMO.

Gary Thomas is offline Gary Thomas
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  Old Post 24-07-2001 23:15
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How do the "shore pieces" work? Are they separate tiles with all combinations of shore, for each possible land, or are they overlays? Alternatively, are they different kinds of sea tile?

My suggestion (with a bit of water showing on the land tile) reduces the different number of tiles required, which must have some bearing on the discussion. Also, the same coding can be used to display rivers and coasts. Anything that reduces coding is a plus.

Cheers

Simon Loverix is offline Simon Loverix
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  Old Post 25-07-2001 16:00
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quote:

following arguments have been presented in favour of in square:
Looks more natural
Can go in eight directions
Simpler to build cities on rivers.
Rivers can function as roads

-Since rivers on edges are easier to do on the graphics side, we can make them look more natural more easily. Besides, 90° edges give some kind of a meandering effect.
-Can go in eight directions: If rivers are on-square, you can use the height of the squares to determine how they run. That can be more problematic if they're running in between.
-Cities on rivers: I thought it was easier to determine trade and other benefits of rivers if they were on-square.
-Rivers as roads: With on-square rivers it is possible to put TF's on a river, in a boat. With edge-rivers that would place them not on a coördinate, but in some imaginary void between the already imaginary squares.

There are four possibilities, I believe to place rivers:
- on-square, with the river occupying the whole square.
(100 km broad rivers?)
- on-square, with the river running in the middle
(too confusing: east bank, river and west bank in one square )
- between squares, with no room on the river
(can't put TF's on river )
- between squares, with room on the river
( this has the least disadv., it seems)

Gary Thomas is offline Gary Thomas
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  Old Post 26-07-2001 01:42
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quote:
- between squares, with room on the river
( this has the least disadv., it seems)


That is a brilliant idea which readily extends to other areas. If all squares are regarded as potentially having water at the edges, then this bit of water can be used for many things:

Troops on a river boat
Boats in port
Beached boats

and so on.

I love it.

Cheers

Simon Loverix is offline Simon Loverix
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  Old Post 31-07-2001 15:09
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I hadn't looked at it that way yet.
So a normal set of squares looks like:
123
456
789
1,4,7 are sea. 5 is a city.
The port would then be square a, with access only to 4 and 5.

1A 2 3
4B 5 6
C D E
7 8 9
All are land squares. The river runs a between 1 and 2, b 4 - 5, c 7-5, d 8-5, e 6-9, each river square giving access only to the pair of squares it is in between.

We can also give each square room aside, but isn't that redundant? unless we're going for a right and a left bank..
And in 4 or 8 directions?

How about the coding?

Gary Thomas is offline Gary Thomas
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  Old Post 01-08-2001 08:42
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Essentially you have it right. The only difference is that a roww looks like:

1L 1 1R, 2L 2 2R, 3L 3 3R, ...

where 1L 1 1R are all in one square, and there are corresponding up and down extra bits.

If 1 is sea, 1L and 1R hold nothing, but 2L holds a "bank" or "coast" strip. If there is a city the port will be "on the coast" in 2L.

If there is a river between 2 and 3, both 2R and 3L are "bank" or "coast" strips. Potentially a city can have four ports.

Boats on 1R are equivalent to being on 2L, and don't have direct access to 2R or 3L. Unless there is a river across the bottom. The exact system for moving around a single square, if the river permits it, will have to be established.

The code is easy.

Cheers.

Mark_Everson is offline Mark_Everson
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quote:
Originally posted by Gary Thomas
How do the "shore pieces" work? (snip)

My suggestion (with a bit of water showing on the land tile) reduces the different number of tiles required, which must have some bearing on the discussion. Also, the same coding can be used to display rivers and coasts. Anything that reduces coding is a plus.


I think your suggestion is better on balance than what we had in d4, which was little pieces of shore added on to tile sides. I'm generally for your proposal. But there are complications. FE for a heavily forested square that is coastal the mask for the water/beach at the side of the tile may cut off individual trees in the forest image, giving a really odd appearance to the shoreline. You might want to cross-post your idea in the map graphics thread and see if Fiera has any thoughts one way or the other before you go too far with the idea.

Simon Loverix is offline Simon Loverix
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If we have a shore (12 land, 34 sea)
12
34
and the river runs between 1 and 2, where is the river mouth? In 3 and 4 at once? Just to be sure.

Gary Thomas is offline Gary Thomas
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quote:
But there are complications. FE for a heavily forested square that is coastal the mask for the water/beach at the side of the tile may cut off individual trees in the forest image, giving a really odd appearance to the shoreline.


If this becomes a problem, then there should be a special Forest/Shore tile strip which blends the forest onto the shore line, designed to avoid partially covering any trees.

quote:
If we have a shore (12 land, 34 sea)
12
34
and the river runs between 1 and 2, where is the river mouth? In 3 and 4 at once? Just to be sure.


A river mouth can be an extended thing - it is not a point object, but can be many kilometers across. So, the western half of it is in 1 and the eastern half is in 2. It is not uncommon to have two ports on opposite sides of a river mouth.

Cheers

Gary Thomas is offline Gary Thomas
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There is actually a more serious problem with my ideas about coasts and rivers, but I have been carefully avoiding it. I guess I am getting close to having to come clean. But not yet...

Cheers

Mark_Everson is offline Mark_Everson
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So, Gary... What is the thing that you didn't want to say several months ago? Has it been superceeded by more thought, or is it still lurking there? If so its the time to come clean, since we've got to make decisions on these things soon, and we need to balance the good and the bad. Warning: if you say you've forgotten I will say many bad words

Gary Thomas is offline Gary Thomas
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  Old Post 12-01-2002 07:33
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The system is pretty near incompatible with the polygon mapping system. The rivers would have to be polygons themselves, rather than being on the edge of a land polygon. On the other hand, if we are not implementing polygons anytime soon, I guess there isn't a problem.

Cheers

 
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