Terrain climate

raxo2222

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What does Jagged/Rocky/Badland represent?

Is Salt Flats -> Dunes -> Desert -> Scrubland -> Lush increasing hospitability of tropical terrain?
Is Barren -> Plains -> Grassland -> Marsh -> Muddy increasing humidity of temperate terrain?
Conversly for polar terrain: Ice -> Permafrost -> Tundra -> Tajga clamer climates for polar terrrain?

U6bDKIF.jpg


I want to make map, where west of it is completly unhospitable, and on east climate gets better (~90 width x 64 height, rest of it will be used for space stuff)
For example because its closer to sea, that reduces temperature variantions and increases
humidity.

Another idea would be, that each city would have single type terrain (this would be unique 17 cities, or 18 with one Atlantis style city) - that is for example Lush city, Grass City, Ice city and so on with themed features and resources.
Since workable radius is 3 without corners, tis would mean 7x7 islands surrounded with few tiles of coast. That map would be for testing, as there is no place for AI, unless this is going to be interior of Asia (cross section from Siberia to Middle East desert going eastwards) type map.
 
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What does Jagged/Rocky/Badland represent?

Is Salt Flats -> Dunes -> Desert -> Scrubland -> Lush increasing hospitability of tropical terrain?
Is Barren -> Plains -> Grassland -> Marsh -> Muddy increasing humidity of temperate terrain?
Conversly for polar terrain: Ice -> Permafrost -> Tundra -> Tajga clamer climates for polar terrrain?

U6bDKIF.jpg


I want to make map, where west of it is completly unhospitable, and on east climate gets better (~90 width x 64 height, rest of it will be used for space stuff)
For example because its closer to sea, that reduces temperature variantions and increases
humidity.

Another idea would be, that each city would have single type terrain (this would be unique 17 cities, or 18 with one Atlantis style city) - that is for example Lush city, Grass City, Ice city and so on with themed features and resources.
Since workable radius is 3 without corners, tis would mean 7x7 islands surrounded with few tiles of coast. That map would be for testing, as there is no place for AI, unless this is going to be interior of Asia (cross section from Siberia to Middle East desert going eastwards) type map.

From what I can remember Barren and Scrub are at the boundaries of Plain and Desert/Dunes/Salt Flats ie they are a transition type terrain. While Desert and Dunes are equal as far as hospitality goes.

Salt Flats, Dunes, Desert and Scrub can occur anywhere outside of the polar regions. (Technically Antarctica is Desert but since most of that is also glacier it counts as Ice.)

Plains -> Grassland -> Marsh are indeed increasing in humidity but they can also be in the tropics as well as the temperate zones.

I am not sure but I think in polar regions it is Ice (glacier) -> Tundra-> Permafrost -> Taiga
 
From what I can remember Barren and Scrub are at the boundaries of Plain and Desert/Dunes/Salt Flats ie they are a transition type terrain. While Desert and Dunes are equal as far as hospitality goes.

Salt Flats, Dunes, Desert and Scrub can occur anywhere outside of the polar regions. (Technically Antarctica is Desert but since most of that is also glacier it counts as Ice.)

Plains -> Grassland -> Marsh are indeed increasing in humidity but they can also be in the tropics as well as the temperate zones.

I am not sure but I think in polar regions it is Ice (glacier) -> Tundra-> Permafrost -> Taiga
Ah, but why Tundra is dark browngreen, while Taiga is brighter? WB icons show Tundra is bright terrain, while Taiga is darker.
http://imgur.com/a/TrIvZ

Edit:
On some terrains hills are barely visible: http://imgur.com/a/RWRq1
 
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Are you asking about the Main C2C terrains Or the Terrains in pepper's modmod and associated map?
Main terrains.
BTW I found by accident very effective way of spacing megacities (no overlapping city worker radius for large cities)
This is very useful for mostly land maps.
8cVQlee.jpg

Desert represent city spaces. Rocky/salt terrain is for visibility.
In that setting cities are spaced 4 - 5 tiles diagonally from each other.
Horizontal spacing spacing in same row: 9 tiles. Vertical spacing in same column: 7 tiles.

Here is other variant of ultraefficient grid.
A4Eqx8H.jpg

Vertically (same column) cities are spaced every 9 tiles and horizontally - every 7 tiles (same row).

Here is strongly compressed world (160x40 map)
Earth is 40 tiles long.
nASkCED.jpg

At least turns will go quickly. For each city world could be as well single terrain type.

I can extend Earth "border" slightly to squish in civs with different unique (continental) cultures.
 
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All nice and neat, but how does it take into account for critical resources? It's those "must have" resources that dictate city placement impho. And I like to overlap some of my cities as well.

But I glad you're having so much fun with this. ;)
 
All nice and neat, but how does it take into account for critical resources? It's those "must have" resources that dictate city placement impho. And I like to overlap some of my cities as well.

But I glad you're having so much fun with this. ;)
I didn't place any resources yet - now I'm playing with terrain.
Each city will have several resources - there are 109 map resources and place for 36 cities. - that is each city will have at least 3 resources.
As for water resources tropical city will have food type resources, and polar one - energy type.
What resources do count as "must have"? Stone I guess and some more.
This map won't have any city overlap - in fact I made it so when cities grow to radius of 3 tiles they will fill their entire biome.
While this map isn't meant to have too many AIs - maybe there is place for 2 AIs tops.
This map is more like for testing purposes - quick turns and possibility to get most of buildings in game. until end game - there is a lot of space for space stuff.
First part - Moon, second - Solar System, third - Galaxy, fourth - Rest of universe :D

When I looked at its save from outside it looks its easy to extend map in x direction - you generate new one, copy needed x ranges and update map info section.

I will place AIs trapped in sea for sole purpose: To pick other unique (continental) cultures.
Altough its possible on this map to give one AI with ease on southtern hemisphere.
Also I made resource table where you can find era and unlocking tech and other resources, that if you have pair of them in vicinity you can build additonal buildings.
Table is in Microsoft Excel 2007 format.
 

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That's pretty much exactly how I like to space out my cities but this map could really mess with my head! lol It's like the map for the OCD among us! I might HAVE to try it at some point.
 
That's pretty much exactly how I like to space out my cities but this map could really mess with my head! lol It's like the map for the OCD among us! I might HAVE to try it at some point.
OCD of having every single building possible in game? ;)
That map is bad for combat testing, unless you separate half of your empire as new AI :p
This is for non-combat testing.
I modified Caveman2Endless to contain civ of each main culure, but for now I didn't made separate thread, as it requires peppers terrain, and that mod is getting merged.
Now I finished setting up rivers. Essentially there is giant river system, that flows from cold pole to hot pole. This map has pretty weird geometry - or pretty weird solar system with multiple stars. Maybe it was created by civilization, who completed tech tree? :mischief:
Generally there is one continent with endless mountain edge on west and ocean on east.
Climate gets drier and temperatures gets more extreme closer to mountains.

It has space for 36 cities.
All features added. Now only resources and space terrain is missing from map.
Also added 6 unplayable civs, that act as continental culture carriers. Oceanic trentchs prevents them (until Astronomy or something) from colonizing Pangea.
Player has North American culure. So others have South American/African/European/Asian/Middle Eastern/Oceanian cultures.

Removed civilizations, founded city and created unique continental buildings in it.
Now there is no need to conquer to get other unique cultural buildings.
Water/space resources are placed, but I have no clue to where put rest of resources.
There is 98 land resources resources (3 of them are space and 8 of them - water based).
Minerals can be placed anywhere.
What resources are must have in starting city area?
What plants/animals can I place in Desert/Tropical/sparse vegetation (rocky/jagged/badlands/barren)/Temperate/Polar climates?
Here are map pics: http://imgur.com/a/bTzdR
This map wraps in both directions, but Earth is effectively wrapped in north/south direction.
When Peppers mod gets fully merged I'll create Inner Solar System section (Mercury/Venus/Sun), Outer solar system - gas giants and its moons, interstellar section, intergalactic section, rest of universe and beyond final frontier section just like in Caveman2Endless map.
 

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