SandFli
Chieftain
- Joined
- Mar 3, 2011
- Messages
- 53
Based on everyone's ideas on Page 1, and some research, I’ve started making a (possibly overcomplicated) table of options (not for Civ VI).
VERY EARLY START FOR UPDATE/FEEDBACK.
Hunting, Herding, Gathering and Farming mechanics are under work, plus Flood Plains, Oasis, Volcanoes/Earthquakes/Tectonic value.
Aims: better balance between terrains; climate specific resources; weather able to alter environment (& vice versa); new collecting mechanics; graphic immersion without disturbing interface.
Wind, Heat & Rain factors derive/create a map-wide, regionally generated weather system over tiles.
Wind helps to create the size/scale of the climate, and drives the directional pressure of waves, naval movement & natural disasters.
Heat & Rain values on tiles are basically either high (+1), medium (0), or low (-1). This determines the base Terrain.
Variation occurs in the form of greater or lesser values (+/-1, 0.5, 0.1), whether by Weather, adjacency or random rounding.
This determines the certainty or probability of the emergence and type of Features (such as Forests & Plains).
Such deviations allow creating regional biomes, environmental transitions, and microclimate fluctuations.
Forest features allow hunting and gathering, regardless of base terrain.
Plains features also allow planting crops and herding animals found on same terrain type.
Featureless terrain allows improvement of resources already present (as standard in Civ VI, V,..).
Forest and Plains type terrains are easy to determine, the former with trees, the latter, low-lying shrubs or grasses.
Terrain without the above features are ‘clean’ and featureless; Highlands and Lowlands display clear topography.
Highland prevalence over a region adds extreme elevations (+1.5-2), making Mountains and Canyons/Cliffs.
Continuous Lowland areas (-1.5-2) could more often fill with water, making Oceans & Lakes.
Those water tiles between Coast and Land make a Delta/Estuary (ships can 'beach'), or making Rivers if on land.
Still thinking through Highlands and Lowlands.. A geological / tectonic force might help in addition to wind.
VERY EARLY START FOR UPDATE/FEEDBACK.
Hunting, Herding, Gathering and Farming mechanics are under work, plus Flood Plains, Oasis, Volcanoes/Earthquakes/Tectonic value.
Aims: better balance between terrains; climate specific resources; weather able to alter environment (& vice versa); new collecting mechanics; graphic immersion without disturbing interface.
Wind, Heat & Rain factors derive/create a map-wide, regionally generated weather system over tiles.
Wind helps to create the size/scale of the climate, and drives the directional pressure of waves, naval movement & natural disasters.
Heat & Rain values on tiles are basically either high (+1), medium (0), or low (-1). This determines the base Terrain.
Variation occurs in the form of greater or lesser values (+/-1, 0.5, 0.1), whether by Weather, adjacency or random rounding.
This determines the certainty or probability of the emergence and type of Features (such as Forests & Plains).
Such deviations allow creating regional biomes, environmental transitions, and microclimate fluctuations.
Forest features allow hunting and gathering, regardless of base terrain.
Plains features also allow planting crops and herding animals found on same terrain type.
Featureless terrain allows improvement of resources already present (as standard in Civ VI, V,..).
Forest and Plains type terrains are easy to determine, the former with trees, the latter, low-lying shrubs or grasses.
Terrain without the above features are ‘clean’ and featureless; Highlands and Lowlands display clear topography.
Highland prevalence over a region adds extreme elevations (+1.5-2), making Mountains and Canyons/Cliffs.
Continuous Lowland areas (-1.5-2) could more often fill with water, making Oceans & Lakes.
Those water tiles between Coast and Land make a Delta/Estuary (ships can 'beach'), or making Rivers if on land.
Still thinking through Highlands and Lowlands.. A geological / tectonic force might help in addition to wind.
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