[RD] Daily Graphs and Charts

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I don't know, to be honest. I'm sure you could find out with some searching.
 
Apparently, only the forests. Which means that the sadistic hills I'll have to climb through will stay there, waiting for my next character. Which probably won't be soon, considering how I'm level 10 or so and I have played like 30 hours of it.
 
I never play without Oscuro's Overhaul. There's far more sadistic things for me out there than just the hills. :)
 
Domen said:
The limit of the expansion of farmers (and farming) in Europe by ca. 6500 years ago:

Agriculture2.png


I wasn't sure whether to post it in "Altered Maps" or in "Daly Graphs and Charts".

Aha! My mother's family came from a farmer area and the old man's family from a hunter gather region. The relationship was doomed from the start! Plus my brother and I never could figure out what we wanted to do. It all makes sense now.

And I come roughly from the borderland between hunters and farmers.

I guess this causes an internal conflict between my hunter part and my farmer part. :sad:

There is a new doctoral dissertation in genetics about the population history of the Pannonian Basin during the Neolithic:

http://ubm.opus.hbz-nrw.de/volltexte/2015/4075/pdf/doc.pdf

Author concludes, that early farmers (who immigrated to Europe from the Near East) almost entirely replaced / utterly outnumbered previous Western hunter-gatherer population, but eventually hunter-gatherer ancestry (both Western and Eastern) "recovered" due to migrations / incursions from Northern Europe and from Russia / Eastern Europe (places where hunter-gatherer ancestry had a better survival ratio during the expansion of farming).

Eventually of course came Proto-Indo-European lineages (which included a lot of Russian Hunter-Gatherer lineages, as well as Ancient North Eurasian lineages, and also Near Eastern lineages but of other "types" - from different populations of the Near East - than lineages of Neolithic farmers).

Excerpt:

5.1.4.6 Ancestral shared haplotype analysis (ASHA)

I used shared haplotype analysis (Excoffier and Lischer, 2010) and also a modified approach by considering the temporal succession of the cultures/populations (the method is called ancestral shared haplotype analysis, for a description see chapter 0, and Szécsényi-Nagy et al., 2014a).

This enabled me to ascribe mtDNA lineages to particular cultures/populations or time periods according to their first appearance in a defined chronological order (Figure 20, Supplementary Table 13), and to estimate the amount of ancestral lineages in each population, potentially derived from hunter-gatherers, STA, VIN, LBKT, LBK, SOP, LGY, BL, and other subsequent populations.

The hunter-gatherer lineages were scarce in the Early and Middle Neolithic (sixth-fourth millennia BC) populations, their appearance did not reach the 10% level. However, they reappeared in the Late Neolithic Bernburg dataset in Central Europe, which is in accordance with the previous statements about the Northern European influx affecting this culture’s people (Brandt et al., 2013).

Focusing on the impact of the Carpathian Basin populations on Central Europe Neolithic, it can be assumed that the genetic variability of the Starčevo culture’s people had the strongest effect on the maternal gene pool of the succeeding populations in both regions. This strong “Starčevo” or Early Neolithic genetic effect lasted even in the Bronze Age Únětice period, when 36.17% of the mtDNA lineages are still deducible from the Starčevo culture.

Population_history.png


Early farmers in the Pannonian Basin (Starcevo culture) were immigrants from the Near East, who were most similar to modern Syrians and Iraqis:

Starcevo_Farmers.png


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As for the difference between Western European Hunter-Gatherers and Russian (Eastern European) Hunter-Gatherers.

Eastern Hunter-Gatherers could be described as a genetic mix of 60% Western Hunter-Gatherers and 40% Ancient North Eurasians.

Western Hunter-Gatherers, by contrast, did not have that Ancient North Eurasian ancestry component of Russian hunters.

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Edit:

Russian hunters could be explained as a mix of ~50-55% Western hunters and ~35-40% Ancient North Eurasians (without Near Eastern influx):

Presumed Proto-Indo-Europeans (Pontic-Caspian steppe theory) were ~70% like those Russian hunters, plus ~25% Near Eastern admixture:

Each bar represents genetic affiliations of one individual (in total 8 people - 2 Russian hunters and 6 people of Yamnaya culture):

Autosomal.png


But it was a different type of Near Eastern ancestry, not the "Syrian-Iraqi type" as seen in Neolithic farmers of Starcevo culture.

==============================

As for Ancient North Eurasians - they were descendants of Paleolithic Siberian populations, such as people of Mal'ta and Afontova Gora:

http://forums.civfanatics.com/showthread.php?p=13860001&highlight=Afontova#post13860001

Those "Ancient North Eurasian" Siberians became 14% - 38% of ancestors of Native Americans, and also contributed to Proto-Indo-Europeans:


Link to video.

ANE.png
 
I never play without Oscuro's Overhaul. There's far more sadistic things for me out there than just the hills. :)

I'll wait for overhaul mods until I finish my Bosmer marksman playthrough which won't happen soon.
Might consider installing it if it's Oblivion's of version Project Nevada, gameplay enchantments without adding too much as in content.
 
Here's another comparison of TES II-V map sizes for your viewing pleasure, which gives a bit of a better idea about TES III-V.

Spoiler :
NWXiBcL.png




To be honest, TES II was overstretched, a victim of its own ambitions, if you judge it the same way as the other entries of TES. As a concept game, it is great. And it definitely is a concept game.

Yeah, even today Daggerfall would be considered insanely and impossibly ambitious, so I can't imagine how crazy it would've been in 1996. I feel as if it encapsulates both the greatest and worst things about TES in general. And, hilariously enough, it was supposed to be even more ambitious but a lot of those features were scrapped due to the deadline (a recurring pattern in every TES game since, coincidentally).

A procedurally-generated driving game.

I thought that Skyrim was smaller than Oblivion, but then much of Oblivion is also procedurally-generated.

There's also the fact that 1) a small but significant enough portion of Oblivion's land is outside the borders compared to Skyrim; and 2) Oblivion's settlements were concentrated in a relatively selective, narrow area compared to Skyrim, so in Skyrim you ended up seeing much of the land in a playthrough whereas Oblivion always had some territory you might be unfamiliar with.

The rural landscape is (hence why there are so many large forests).

But stuff like hills and mountains are pre-made, right?

I don't know, to be honest. I'm sure you could find out with some searching.

The Oblivion devs stated that they somehow studied soil erosion or geoloy or something to make Oblivion's landscape. Assuming this has some truth to it despite probably being exaggerated, I'd assume that there was probably *some* logic in the procedural generation.


I'll wait for overhaul mods until I finish my Bosmer marksman playthrough which won't happen soon.
Might consider installing it if it's Oblivion's of version Project Nevada, gameplay enchantments without adding too much as in content.

Personally I use Francesco's (which has been combined with Obscuro's, along with a few other big overhauls, into a super-overhaul mod called FCOM I think) which is modular and also keeps a bit closer to vanilla (other than the new items/creatures/etc., which are all again optional) in my opinion so it's not as far-reaching and thus suits my tastes more. I installed it without most of the new items/creatures/etc. and it honestly doesn't feel any different from vanilla, and I say that as a good thing. Of course it might not go far enough for some people, as Obscuro's and FCOM are more popular overhauls. I use it alongside a few other gameplay enhacements like Galerion Leveling which is my preferred leveling mod since it's simple and blends well into vanilla.
 
Yeah, south of Cheydinhal and west of Leyawin is pretty barren.

So many Ayleid ruins to explore! So many forts left to loot!
 
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Don't know Jack.
 
And he's on your six
 
Spoiler :
SCO-Map-New-Members.jpg
 
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"Extreme working-hour ratios among high-skilled employees in North America and Western Europe", where "extreme working-hours" means a >50 h workweek.
 
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