primem0ver
Emperor
The GeoRealism Engine
This is a new feature I am hoping to add to the game. This mod is in the early stages of development. I am looking for feedback, suggestions, comments, and help.
A little background
I am what you would call a "map fetishist". I am obsessed with maps and it annoys me that map based games use fractal algorithms because except for placing the location of land plots, such algorithms do not produce maps that are geographically and scientifically accurate. I am reviving an old project that I started for Civ 4 while working with the Caveman2Cosmos people. This will be a DLL mod and therefore not mixable with current DLL mods. However, I am going to make it easy as possible for anyone wishing to use this in their own DLL code to transfer the code and used files.
A little history
I never gave up on the concept though I got tired of my work progressing so slowly due to some bad algorithms. I recently came across it again and have vastly improved the "lab" program (written in C#) that is allowing me to develop the algorithms necessary to do this correctly. As a result I have been able to create new algorithms that are much more effective.
Refinement of project
I have decided to target Civ V since there are enough good mods out there now to enable me to play the way I like to (thanks CCTP, legions, and a few others) and because I have determined that it is possible do such a mod for Civ V (I was a bit skeptical at first).
Goals of this Mod:
Steps to complete climate part of engine:
When the climate portion is done, I will do the topography/feature engine. Keep in mind that topography affects climate so later changes will affect the outcome of the above changes. Also... map scripts will need to place mountains and hills before the topography part of the engine is completed.
Keep in mind that the summer is the only part of the year that I have to devote a lot of time to development of this engine. (I am a teacher). During other parts of the year, progress will be slow. If this doesn't get completed before Civ 6 comes out (and I start playing it), then it should be easy to adapt the map importer to accept Civ 6 maps.
Added NOTE:
A I near completion of the water body finding algorithm I am reminded of another goal of this mod: to do my best to keep the time it takes to create a map down. Please keep in mind that the algorithms to do the desired tasks are complicated and will take some processing time. So I will report the times involved so that it is known how much time will be added to creating the map using this mod. As I report these times it is important to know the relevant specs about my system:
Processor: Pentium i7-4770 @3.4GHz
RAM: 16GB DDR3 @? - I'll figure out the speed later.
OS: Windows 7.
This is a new feature I am hoping to add to the game. This mod is in the early stages of development. I am looking for feedback, suggestions, comments, and help.
A little background
I am what you would call a "map fetishist". I am obsessed with maps and it annoys me that map based games use fractal algorithms because except for placing the location of land plots, such algorithms do not produce maps that are geographically and scientifically accurate. I am reviving an old project that I started for Civ 4 while working with the Caveman2Cosmos people. This will be a DLL mod and therefore not mixable with current DLL mods. However, I am going to make it easy as possible for anyone wishing to use this in their own DLL code to transfer the code and used files.
A little history
I never gave up on the concept though I got tired of my work progressing so slowly due to some bad algorithms. I recently came across it again and have vastly improved the "lab" program (written in C#) that is allowing me to develop the algorithms necessary to do this correctly. As a result I have been able to create new algorithms that are much more effective.
Refinement of project
I have decided to target Civ V since there are enough good mods out there now to enable me to play the way I like to (thanks CCTP, legions, and a few others) and because I have determined that it is possible do such a mod for Civ V (I was a bit skeptical at first).
Goals of this Mod:
- Keep in separate dll to keep changes to core DLL minimal and easy to import into current DLL mods. (If possible)
- Refine the current concept of climate and add biomes to the game. (Biome information may be kept private until a given technology is acquired in game).
- Add several new "terrains" and "features" to the terrain which make it much more realistic in terms of the variation in yields.
- Create maps that are geologically and geographically realistic in terms of topography and climate.
- As implied by the above two features, the result will give a much more diverse terrain.
- Allow the identification of geographic and topographical characteristics/features and optional labeling (imagine names for mountain chains, oceans, lakes, bays, seas, gulfs, etc...).
- Keep compatible with all map scripts that are designed to create entire worlds (and possibly smaller sections of such worlds)
- Make is so that anyone that wants to add a new map script for any mod that incorporates this code does not have to worry about terrain, feature, or resource placement. (This engine will eventually take care of ALL of those aspects of the terrain). The only need for any map script designed for this mod is to place land and water on the map. (So basically, ocean, coast, and flat lands. This mod will eventually take care of hills and mountain placement).
Steps to complete climate part of engine:
- Build algorithm lab that imports maps so that algorithms do not have to be tested in game - COMPLETE (was completed before but I have significantly enhanced its functionality)
- Add algorithm for recognizing different types and locations of bodies of water. ALMOST DONE
- Add algorithm for recognizing surface currents
- Add Civ V map style to import and calculation functions (I am still developing using Civ 4 maps since the map type doesn't affect the outcome).
- Add algorithm for simulating air mass systems
- Add algorithm for calculating the environmentally relevant statistics for each plot.
- Create XML files that include relevant climate and feature data - DONE BUT NEEDS TO BE UPDATED AND MODIFIED FOR CIV V
- Add algorithm for determining climate based on above statistics
- Add algorithm for adding vegetation features to the land based on determined biome and plot statistics.
When the climate portion is done, I will do the topography/feature engine. Keep in mind that topography affects climate so later changes will affect the outcome of the above changes. Also... map scripts will need to place mountains and hills before the topography part of the engine is completed.
Keep in mind that the summer is the only part of the year that I have to devote a lot of time to development of this engine. (I am a teacher). During other parts of the year, progress will be slow. If this doesn't get completed before Civ 6 comes out (and I start playing it), then it should be easy to adapt the map importer to accept Civ 6 maps.
Added NOTE:
A I near completion of the water body finding algorithm I am reminded of another goal of this mod: to do my best to keep the time it takes to create a map down. Please keep in mind that the algorithms to do the desired tasks are complicated and will take some processing time. So I will report the times involved so that it is known how much time will be added to creating the map using this mod. As I report these times it is important to know the relevant specs about my system:
Processor: Pentium i7-4770 @3.4GHz
RAM: 16GB DDR3 @? - I'll figure out the speed later.
OS: Windows 7.