The Monstrocity v3.0 Release Notes
There are changes and specific design philosophy on resource allocation, terrain allocation (grassland and plains), sea zones, etc.
Terrain allocation
-----------------------
Plains terrain refers to areas where the climate is not ideal for high quality resource placement (I am referring mostly on luxury resources and high yield food).
For example, Siberia where the temperature is very low, the type of terrain is strictly plains.
The resources on this terrain is usually game, some cattle and a dissent amount of minerals.
Resource allocation
--------------------------
The bonus resources depend on the type of the terrain they placed on.
Luxury resources are placed based on real information on production of these resources. I used mostly wiki information to get top 10 production countries on each luxury.
For example you will see the wine is concentrated mostly on France, Spain, Italy, US and the territory south of China, up to east of India.
This way specific areas of the map provide specific advantages, but without limit your advancement of your civilization.
Luxuries is a good source of gold and happiness.
On the other hand, strategic resources are evenly distributed.
This way all civilizations have equal chances to win the game.
I made a spreadsheet so I can have a better control on distributing these resources.
It's the Distribution tab here:
docs.google.com
I use the spreadsheet to calculate values of buildings, units, etc on the Marathon edition of Mostrosity.
Sea zones
--------------
The water terrain tiles has 3 types: 1.Costal, 2.Sea, 3.Ocean
The coast tiles have 1 tile width. That's the normal.
The sea tiles have 2 tile width instead of just 1 tile width.
Modders can use this to adjust the speed of sea terrain and give a boost to ship navigation.
For example on Mostrosity Marathon edition I use movement 1 for coast terrain, 2 for sea and 4 on ocean.
Using sea terrain, after getting the permission of the civilization that controls these sea tiles, I can arrive to my destination sooner.
Accuracy of map
-----------------------
Volcanoes: 100%.
I used top 50 volcanoes of the world and insert them to the map.
Rivers: 60-70%.
I used 15% of the biggest rivers as shown on wiki.
That's about more than half of the most known rivers of the world.
My goal was the map to have a river every 10 tiles.
I tried to replicate the flow of the rivers as accurate as possible, that's why I give only 60-70% accurancy.
I will post updates to raise this number even higher.
Mountains: 30-40%.
Mountains have many uses, like hills, and I did not wanted to be limited by how accurate is a mountain on the earth map.
I needed some space to make things interesting.
Hills: 0%.
Hills are used, in cooperation with mountains to give specific patters on a wide area that contains either elevated ground, mountain range, etc.
Deserts: 100%.
I used the top 50 widest deserts of the world (again from wiki).
When you see a desert, it's a real area that you can see on earth map.
General Notes
-------------------
The map, overall, has about 3-5% more space for cities.
I manage that by adding grassland and plains on key areas. (like India)
The mountains and hills formation also make it possible to actually use that space for building cities. (compare Himalaya mountain range before and after).
There are changes and specific design philosophy on resource allocation, terrain allocation (grassland and plains), sea zones, etc.
Terrain allocation
-----------------------
Plains terrain refers to areas where the climate is not ideal for high quality resource placement (I am referring mostly on luxury resources and high yield food).
For example, Siberia where the temperature is very low, the type of terrain is strictly plains.
The resources on this terrain is usually game, some cattle and a dissent amount of minerals.
Resource allocation
--------------------------
The bonus resources depend on the type of the terrain they placed on.
Luxury resources are placed based on real information on production of these resources. I used mostly wiki information to get top 10 production countries on each luxury.
For example you will see the wine is concentrated mostly on France, Spain, Italy, US and the territory south of China, up to east of India.
This way specific areas of the map provide specific advantages, but without limit your advancement of your civilization.
Luxuries is a good source of gold and happiness.
On the other hand, strategic resources are evenly distributed.
This way all civilizations have equal chances to win the game.
I made a spreadsheet so I can have a better control on distributing these resources.
It's the Distribution tab here:
Civilization 3 - Marathon Vanilla
I use the spreadsheet to calculate values of buildings, units, etc on the Marathon edition of Mostrosity.
Sea zones
--------------
The water terrain tiles has 3 types: 1.Costal, 2.Sea, 3.Ocean
The coast tiles have 1 tile width. That's the normal.
The sea tiles have 2 tile width instead of just 1 tile width.
Modders can use this to adjust the speed of sea terrain and give a boost to ship navigation.
For example on Mostrosity Marathon edition I use movement 1 for coast terrain, 2 for sea and 4 on ocean.
Using sea terrain, after getting the permission of the civilization that controls these sea tiles, I can arrive to my destination sooner.
Accuracy of map
-----------------------
Volcanoes: 100%.
I used top 50 volcanoes of the world and insert them to the map.
Rivers: 60-70%.
I used 15% of the biggest rivers as shown on wiki.
That's about more than half of the most known rivers of the world.
My goal was the map to have a river every 10 tiles.
I tried to replicate the flow of the rivers as accurate as possible, that's why I give only 60-70% accurancy.
I will post updates to raise this number even higher.
Mountains: 30-40%.
Mountains have many uses, like hills, and I did not wanted to be limited by how accurate is a mountain on the earth map.
I needed some space to make things interesting.
Hills: 0%.
Hills are used, in cooperation with mountains to give specific patters on a wide area that contains either elevated ground, mountain range, etc.
Deserts: 100%.
I used the top 50 widest deserts of the world (again from wiki).
When you see a desert, it's a real area that you can see on earth map.
General Notes
-------------------
The map, overall, has about 3-5% more space for cities.
I manage that by adding grassland and plains on key areas. (like India)
The mountains and hills formation also make it possible to actually use that space for building cities. (compare Himalaya mountain range before and after).
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