cracker
Gil Favor's Sidekick
This thread is to support discussion and collect feedback from the player community on the experiences and feelings that players encountered with the quanitity of Forests in Gotm15-Russia.
Map testing of a number of randomly generated maps from the out-of-the-box civ3 map generator revealed that regardless what settings we chose for the maps in terms of temperature (cool, temperate, or warm) the percentage of forest tiles remained essentially constant for the entire world at about 15%. The highest level of forest coverage that we could randomly generate was 17%.
For Russia we did not want to try and copy a world map of Russia because this would eliminate much of the surprise and exploration elements of the game play. We did want to pick up some of the geographic character of the Russian terrain and the overwhelming characteristic that was picked up from our research was the 46% of Russian terrain being some type of Forest.
Another observation that was included in this design process is that the AI programming in Civ3 does not seem to place forests for the purpose of harvesting the resources, even after the prerequisite technology becomes available.
The Gotm15-Russia map had the forest content ratio increased to 26% of the total map to allow the Russian hinterland to be 45% forest.
This map effectively contained more natural forest squares than we have ever seen in any Gotm map in the history of the Civ3 GOTM of Civfanatics.
We would like to hear you comments as to how this terrain shift may have effected the feel and/or play of the game. Please vote in the poll and provide us with any specific constructive criticism or comments that you may have. You may freely discuss any issues about Gotm15-Russia that relate to the issue of Forests or the strategies or tactics that way have been required to deal with these special map features.
Map testing of a number of randomly generated maps from the out-of-the-box civ3 map generator revealed that regardless what settings we chose for the maps in terms of temperature (cool, temperate, or warm) the percentage of forest tiles remained essentially constant for the entire world at about 15%. The highest level of forest coverage that we could randomly generate was 17%.
For Russia we did not want to try and copy a world map of Russia because this would eliminate much of the surprise and exploration elements of the game play. We did want to pick up some of the geographic character of the Russian terrain and the overwhelming characteristic that was picked up from our research was the 46% of Russian terrain being some type of Forest.
Another observation that was included in this design process is that the AI programming in Civ3 does not seem to place forests for the purpose of harvesting the resources, even after the prerequisite technology becomes available.
The Gotm15-Russia map had the forest content ratio increased to 26% of the total map to allow the Russian hinterland to be 45% forest.
This map effectively contained more natural forest squares than we have ever seen in any Gotm map in the history of the Civ3 GOTM of Civfanatics.
We would like to hear you comments as to how this terrain shift may have effected the feel and/or play of the game. Please vote in the poll and provide us with any specific constructive criticism or comments that you may have. You may freely discuss any issues about Gotm15-Russia that relate to the issue of Forests or the strategies or tactics that way have been required to deal with these special map features.