DRJ
Hedonist
Concept for a use of the property system towards
rainfall & river patterns interacting with wind patterns interacting with ocean currents interacting with sealevel (bound water in ice) patterns that then interact with the rainfall patterns again.
1.
A modified "storm" (rainclouds) could be happening on land tiles.
It would increase the density of that tile and the tiles it surrounds.
A high density level favors forming of rivers which are not static anymore.
Density, like crime, could drip towards the sea tiles via an invisble height variable, so the rivers seem to be natural, though changing upon the landscape and sealevel.
The more density a tile gets, the more it changes status over time.
Lowest density is salt flats/dunes in warmer regions and barren in cooler climate.
Highest density is muddy & jungle in warmer climate and tundra & swamp in cooler climate.
Rainfall patterns will be able to change because the wind pattern changed because the ocean currents changed because the sealevel changed because some vulcanoes erupted (lowering gloabal temperature - a new variable) and because the axis of earth changes slightly back and forth over time (another to be implemented static variable, like latitude).
2.
wind patterns direct the rainfall.
(wind, like crime, drips over land tiles towards hills and mountains, where it accumulates and that favors a triggering of 'land storm' aka rainfall in front of ridges)
and the speed of ships.
3.
ocean currents direct the wind
as well as the some new static variables like and local seasonal effects because of the seasonal rotation of earth axis (jetstream/trade wind).
ocean currents tend to lose their rotation speed the closer they are to land ->
in middle of ocean the broadest currents, which are triggered to organize in maelstroms, appear.
4.
a new sealevel variable, dependent of vulcanic activity, longtime rotation of the axis of earth and perhaps other, yet to be introduced variables,
re-directs ocean currents.
If sealevel variable loweres, the new coastal lines will allow currents to change and bring density to other regions which will
produce ice age effects (more water bound in ice=less density more and cooler wasteland) and warmth period effects (if sealevel rises again).
The one problem I see here is that the new land would be lower than the old coast land which would be higher in relation to the new land. So a invisble variable like Height would help to cope with that.
The lower the sealevel gets, the more flat land has to become hill, in relation to the new coastline.
So for example you have a grassland coast that will stay flat tile once the sealevel lowered and a new terrain forms on the old coastal waters -- ice? in artic, salt marsh (same graphics like swamp maybe) in temperate and mangroves in tropical. Once the sealevel falls another tile short, the old salt flats would become grassland and the old grassland would become hills. Inland, the flats would stay flat like tableland. To avoid a "ring of hills" at the old coasts, some of the grasslands would not become hill, it may be a 50% chance. Rivers could also drip towards ocean by using the height variable, floating through the old coastal grasslands that didn't become hills into the sea.
Another variable that could and maybe even has to be introduced into this climate simulation would be the local saltlevel in the water as it drives the currents. Any ideas about that?
One thing that bothers me a bit is the spread of organic resources. They, somehow had to become dynamic resources as well, adapting to shifting landscapes.
Also the improvements of terrain. What happens to a farm when the grassland becomes swamp?
One thing would be that the more the game progresses the less would change per turn as the timeframe of the turn 1 year compared to 1000 would be like a brake for the earlier more frequent changes. If the start would be 1 Mio BC, by the time you get to 6000 BC you can get some constant agriculture going (maybe change the turn-costs for making improvements by relating it to the numbers of landscapeshifting effects active/turn) but of course it can be washed away by floods like in sumeria, or even like the black sea had its great flood. Early cities near the water? not so good idea maybe, although you might be spared. But building them in safe terrain with low density might not help them to grow fast... choices over choices^^ (being able to be killed by nature as a new optional...
feature hehe)
Please post ideas and suggestions so this can be discussed for planning of steps towards (all optional?) realization
rainfall & river patterns interacting with wind patterns interacting with ocean currents interacting with sealevel (bound water in ice) patterns that then interact with the rainfall patterns again.
1.
A modified "storm" (rainclouds) could be happening on land tiles.
It would increase the density of that tile and the tiles it surrounds.
A high density level favors forming of rivers which are not static anymore.
Density, like crime, could drip towards the sea tiles via an invisble height variable, so the rivers seem to be natural, though changing upon the landscape and sealevel.
The more density a tile gets, the more it changes status over time.
Lowest density is salt flats/dunes in warmer regions and barren in cooler climate.
Highest density is muddy & jungle in warmer climate and tundra & swamp in cooler climate.
Rainfall patterns will be able to change because the wind pattern changed because the ocean currents changed because the sealevel changed because some vulcanoes erupted (lowering gloabal temperature - a new variable) and because the axis of earth changes slightly back and forth over time (another to be implemented static variable, like latitude).
2.
wind patterns direct the rainfall.
(wind, like crime, drips over land tiles towards hills and mountains, where it accumulates and that favors a triggering of 'land storm' aka rainfall in front of ridges)
and the speed of ships.
3.
ocean currents direct the wind
as well as the some new static variables like and local seasonal effects because of the seasonal rotation of earth axis (jetstream/trade wind).
ocean currents tend to lose their rotation speed the closer they are to land ->
in middle of ocean the broadest currents, which are triggered to organize in maelstroms, appear.
4.
a new sealevel variable, dependent of vulcanic activity, longtime rotation of the axis of earth and perhaps other, yet to be introduced variables,
re-directs ocean currents.
If sealevel variable loweres, the new coastal lines will allow currents to change and bring density to other regions which will
produce ice age effects (more water bound in ice=less density more and cooler wasteland) and warmth period effects (if sealevel rises again).
The one problem I see here is that the new land would be lower than the old coast land which would be higher in relation to the new land. So a invisble variable like Height would help to cope with that.
The lower the sealevel gets, the more flat land has to become hill, in relation to the new coastline.
So for example you have a grassland coast that will stay flat tile once the sealevel lowered and a new terrain forms on the old coastal waters -- ice? in artic, salt marsh (same graphics like swamp maybe) in temperate and mangroves in tropical. Once the sealevel falls another tile short, the old salt flats would become grassland and the old grassland would become hills. Inland, the flats would stay flat like tableland. To avoid a "ring of hills" at the old coasts, some of the grasslands would not become hill, it may be a 50% chance. Rivers could also drip towards ocean by using the height variable, floating through the old coastal grasslands that didn't become hills into the sea.
Another variable that could and maybe even has to be introduced into this climate simulation would be the local saltlevel in the water as it drives the currents. Any ideas about that?
One thing that bothers me a bit is the spread of organic resources. They, somehow had to become dynamic resources as well, adapting to shifting landscapes.
Also the improvements of terrain. What happens to a farm when the grassland becomes swamp?
One thing would be that the more the game progresses the less would change per turn as the timeframe of the turn 1 year compared to 1000 would be like a brake for the earlier more frequent changes. If the start would be 1 Mio BC, by the time you get to 6000 BC you can get some constant agriculture going (maybe change the turn-costs for making improvements by relating it to the numbers of landscapeshifting effects active/turn) but of course it can be washed away by floods like in sumeria, or even like the black sea had its great flood. Early cities near the water? not so good idea maybe, although you might be spared. But building them in safe terrain with low density might not help them to grow fast... choices over choices^^ (being able to be killed by nature as a new optional...

Please post ideas and suggestions so this can be discussed for planning of steps towards (all optional?) realization