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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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It's just this, when you scout a 10000 km˛ area well enough, you will always find a pass. fe the Alps: almost every square should be a pass then fe St Gotthard pass, Brenner pass,
..
And a f.e. snowed, young mountain range is always dangerous to cross, with or without pass. The risk will still depend mostly on the actual terrain.
I like the idea, but there will also be trouble when a pass is generated in the middle of a mountain range. Ideally, we should limit it as a connection between two low squares and not allow several passes next to each other.
It's something similar to channels.
Last edited by Simon Loverix on 11-06-2001 at 19:41
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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The strategic possibilities make it worthwile indeed. The terrain in general should be difficult to pass then, to make that pass important.
And would it be recorded
-as a special, or
-as a distinct terrain type (impassable mountain, passable mountain, hills, R, P, D) or
-do we consider the terrain type mountain as impassable and the tt hills as passable?
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Gary Thomas
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New Zealand
Mar 2001 time: 17:13
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I have reread Simon's rather magnificent ecology proposal, and would like, generally, to follow it in the coding. Although I am not immediately concerned with the full model, I am concerned with the appearance and movement characteristics of the terrain, in order to tune up the GUI for D5. In line with this, none of the finer details will be included.
One of the things that will never, in my opinion, be relevant to the game is the possibility of partial terrain squares: 50% plain, 50% mountain. On the other hand, I feel that mixed cover (50% forest, 50% pasture) will play a very important part in the system.
One of the big principles of object-oriented design is orthogonality. In this context (as, in fact, in mathematics) this means attempting to separate things as much as possible. As I confess I am over- fond of saying, "minimize the dependencies".
For this reason, I believe the following characteristics of the geographical elements of terrain should be dealt with separately.
1. Landform. This is the physical shape of the land. The categories I propose are: flat, rolling, broken, massif. Visible on map.
2. Material. What the land is made of: soil, sand, rock. Visible on map, unless covered.
3. Altitude. In metres, rounded to 100.
4. Landcover. None, crops, pasture, scrub, forest, jungle. Visible on map.
5. Climate. As specified by Simon. Not visible on map.
6. Watertable. As far as my purposes are concerned, this affects low altitude flat land only, producing swamps which are visible.
Linear features can be superimposed. Natural ones:
6. Rivers. Described in more detail below.
7. Lakes.
Human generated linear features:
8. Roads.
9. Railroads.
10. Canals.
Other humans artifacts:
11. Urban areas.
There may be other things indicated later (mining areas for example).
All of this gives a reasonably easily implemented plan for D5, though perhaps not every detail will be there for D5.
I do have one problem. The consensus, and to some extent the reasoning, indicate that rivers should run through the middle of squares. I believe I was a lone voice in the wilderness arguing for rivers between squares (based essentially on the argument that rivers 100 km apart are very BIG rivers - there will be lots of smaller, invisible, rivers in the square). Also roads run through the middle of the square.
Which should be drawn on top? Or should they be offset, with the result that a road is always on the west (or east) side of the river?
There is a related area to be considered. On the scale of the map, if there are any roads at all they will cover the whole square, connecting every microsquare to its neighbours. Anything important enough to be the only road shown will be different in kind. In view of this, I might propose a category of "roaded" which makes movement in the square easier, and is perhaps visible as a grid on the square. Alternatively we could use the Civ2 method and have a little x in the middle of a square to show that it has roads, and connect it to any adjacent square that has roads. This has the advantage that a road (in a square) does not have to have a destination.
The situation for rivers is different. Two rivers flowing side by side (the Tigris and Euphrates for example) are not connected at every point simply because they are in adjacent squares. Thus each river "segment" in a square needs a destination (or direction), and there may be four such segments (or eight if diagonal rivers are allowed - if they are, someone else can code it) per square. Of course if the rivers were between squares...
I would appreciate some comments on these matters, particulary from Simon (if he is listening...).
Cheers
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Hey Gary, I agree with your basic take on this, and will only respond to a few things...
quote:
Which should be drawn on top? [Rivers or roads] Or should they be offset, with the result that a road is always on the west (or east) side of the river?
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Good point, I hadn't thought about that! Just to make life easy when road / river segments are drawn we can just use a favored orientation. FE road is always slightly clockwise to river. But we need to have examples for the graphics to really see if this can work. For D5 I'd say just use whatever is easiest, even if it may be ugly.
quote:
There is a related area to be considered. On the scale of the map, if there are any roads at all they will cover the whole square, connecting every microsquare to its neighbours... |
My intention was to only show major roads. Minor roads would only be an economic infrastructure category (or rolled into other infra) If we desire we could show "local road density" but generally this will just correlate with urbanization level anyway. So I would prefer to defer the minor roads discussion till later.
quote:
The situation for rivers is different. Two rivers flowing side by side (the Tigris and Euphrates for example) are not connected at every point simply because they are in adjacent squares. Thus each river "segment" in a square needs a destination (or direction), and there may be four such segments (or eight if diagonal rivers are allowed - if they are, someone else can code it) per square. Of course if the rivers were between squares...
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IMO roads and rivers should be constructed in segments as you say. All segments go from the center of the square to a vertex or middle of an edge, making 8 possible road (or river) segments in a square. Usually there will be none, or two (a road or river passing through the square center, on segment in, one out). But this approach does allow for roads to be built in almost any manner the player might desire. Rivers, as you say, also need a direction, at least if the other models will result in flow direction making a difference to the player.
On a related note... generally a player will just build a road with a mouse-drawn line to indicate where the road goes, and an allocation of resources to build it. None of this pushing settlers around crap for our players!
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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Cross-posting from movement units thread:
Do we have primary terrain type/subtype and secondary terrain with figures explaining to what extent you are of a given kind?
e.g.
Terrain is flat (90%) rolling(10%), with no cover (50%), crops (50%), roads (5%) no roads (95%), dry (99%) wet (1%).
I think Gary said something like this a little earlier, although I can't see why the main terrain type cpuldn't be mixed (plains-rolling would be OK, not plains-mountain, though).
The types currently covered in Gary's code are:
flat to mountain
cover
soil type
wet/dry
To which I'd add
road/no road.
Roads are infrastructure, though, so is there any other kind of infrastructure that would need to be modeled the same way? (Fortresses maybe)
What about rivers? Are they just "wet"?
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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I strongly advocate for minimally mixed terrain.
Only this:
% natural/ % in human use
The percentage in human use could be further split up into farmland and infrastructure (i.e. buildings), depending on the number of units of infrastructure, when it was needed.
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