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Topic: Map Generator Model |  |
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Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted August 17, 1999 21:38
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Hi all,At Marks' suggestion, I've volunteered to pick up on the map generator model. Since I've been unable to reach Gregor to get his version, I've worked up a fairly simple model of my own. My background is in cartography and natural resources, so I'll try to use that to our benefit where possible. Following is a brief outline of what the model will do. I'm still working on the (pseudo)code for the working model; since I program in "ESRI Avenue" (also object oriented) and not Java (yet) it is not a "true" code, but it shouldn't be too tough to translate it later into something that will actually run. Please note that this is still really rough, but I wanted to get something posted to get some comments before I get too involved in hashing out the details. The basic idea is to simulate plate tectonics as closely as we can without taking up a huge amount of processing time (simple, eh?). This model starts off by creating a supercontinent, then fault lines are arbitrarily defined by splitting the supercontinent up into x plates. 25% of these plates (we can tinker with the ratio as needed) are labeled as "sea" plates, while the rest are labled as "land plates". The purpose of the sea plates is to create seaside mountain ranges (eg Chile) when the sea plates ram into the land plates  Next, the plates are moved around a bit, forming mountain ranges where they collide. A primitive climate model is used to determine the positions of deserts and vegetation distributions. Finally rivers, resources, and initial starting positions for the civs are selected based on certain criteria for locations (FE you wouldn't stick a tribe on a mountain top - usually!) I know that a lot of people liked the idea of setting the sea level later to create undersea trenches, etc. That would require a Digital Elevation Model (DEM) or something similar to it for that type of model to work. I have quite a bit of experience using DEM's for hydrological analysis in the real world, and so haven't ruled out developing a model like that as well...I just put it off for the sake of time now, since it would be considerably more complicated. Any suggestions, gripes, etc are welcome! I'll link the actual "code" on my own site when I get it written up. Have at it!  I. Build Land Mass A. Create Supercontinent i. Select centroid ii. Randomly build cells around centroid B. Create Faults i. Select landmass centroids ii. Build landmasses about centroids iii. Randomly designate sea plates (4:1 ratio of land plates to sea plates) C. Move Landmasses i. Select random direction move each landmass ii. Move landmasses iii. Change terrain as landmasses collide D. Finalize Landmass positions i. After n iterations, end movement ii. Remove sea plates (they’re underwater anyway) II. Climate Zones A. 4 primary jet streams i. Divide the map into 8 lateral bands (at equator, and halfway between the poles) ii. Assign E-W and W-E alternately to each band B. Delineate climate zones i. Assign polar/boreal regions (bands 1,8) ii. Assign temperate regions (bands 2,3 and 6,7) iii. Assign tropical regions (bands 4,5) III. Vegetation, Rivers, Resources, Tribes A. Distribute vegetation i. From “starting” edge (depends on wind direction) move pointer across map ii. Assign vegetation according to terrain at pointer and according to 2 squares upwind) iii. Move pointer to next square iv. Iterate until band is vegetated v. Move to next band and repeat vi. “Average” out terrain at climate bounaries to avoid extreme transitions B. Place rivers and lakes i. Randomly place lakes and seas (within climate limits) ii. Randomly select headwaters (50% of lakes will have a HW) iii. Trace rivers from HW to sea according to terrain C. Distribute resources i. Randomly assign resource x,y coords ii. Allocate resource at random coords according to terrain and veg at location D. Distribute starting tribes? i. Randomly assign tribe locations based on min distance from other tribes and veg/terrain limits ------------------ Paul |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted August 17, 1999 21:42
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My apologies for the crappy formatting of the outline above...the spacing got all screwed up  |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted August 17, 1999 22:17
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Paul:Your model looks great so far to me. I have only one question, and one comment at this point. My question is, I don't see how you get eight lateral bands out of something (a band, or a line) at the equator, and to more halfway between the poles. Can you clarify that for me? In terms of placement of civs, we may not necessarily want to distribute them evenly. I think this can be left up to the player. We were planning on having a cost system for various start-up options such as cultural attributes, initial size of civ, proximity to others civs, etc. So civ placement might or might not be determined by the player (in general terms) and might have a point cost associated with it. The actual costs used would depend on play-balance determining the values of the various options. Mark |
Keli Settler Reykjavik Aug 1999
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posted August 18, 1999 05:33
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Hi Paul,you model looks very good. Only got couple of comments, a) Are mountains only created when landmasses collide? b) Wouldn't it be better to place rivers first and then decided placement of tribes? Keli PS: I'm at work, thus the new profile, couldn't remember my password :-) [This message has been edited by Keli (edited August 18, 1999).] |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted August 18, 1999 17:05
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Mark: Sorry about the confusion...I had originally planned on having 4 later bands to simulate the circular motion of the weather patterns and transvergence zones. I later decided that 8 zones better represents the pattern than 4, since we're trying to simulate circular phenomena that occurs on a sphere on a flat map! phew! So the the short answer after a long response is that there will be 8 zones, fairly equally distributed (4 on each side of the equator).I really like the idea for distributing starting civs on a point basis, since it allows for the handicapping of expert players. Keli: Thanks for the input! I had actually thought about volcanoes, the other major contributor to mountain ranges, when I was brainstorming but I forgot to include that into the model. I definitely will, since they do affect major portions of fault areas. Since we're identifying fault areas, this gives us the potential for including natural disasters in the sim (eg earthquakes and volcanoes in addition to weather related disasters based on the climate model). Disaster-prone areas could be identified at the start and given a value based on the likelihood of each disaster ocurring. Disasters could then be randomly triggered based on the potentials calculated at the start. Any thoughts on this, anyone? To answer your second question, Keli, I think the model already determines river courses prior to civ site selection - the poor formatting of the outline (no identations) just makes it a little less intuitive. In any case, the rivers should definitely be carved out first. Probably even before vegetation selection, since you CAN have rivers running through the desert with lush vegetation in the immediate valley (eg the Nile). |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted August 19, 1999 20:06
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Paul:I don't think handling the plate-induced natural disasters will be too tough. Esp when we know plate boundaries (and maybe intra-plate stresses?) However, I'd be happy to skip the specifics for now since I think its an easy add-on later. What do you think about climate change through the game? Now That would be cool. Great stuff, Mark |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted August 25, 1999 21:24
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Mark: Still working on the model, but "real life" has slowed me down a bit (job interview and work deadline coming up next week). Quick question, though...I have a conceptual model in progress (eg if cell A collides with cell B, then that cell becomes "mountain"). Is that what I should be producing now? Or should I be identifying objects, etc. It's a little tough for me to get really detailed in the exact process, since I'm not totally familiar with J++ and the requests that you can send to the different objects (and as a result, I obviously don't know which objects are returned). Bottom line: How detailed should I be in modeling the processes? Any idea who is going to actually code them? I could give it a whirl, but I won't be able to invest the time in learning J++ until November (I defend my M.S. in October ) Or is it ? Thanks! Paul |
F_Smith Prince Austin, Tx 78728 May 99
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posted August 26, 1999 15:48
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Hi, Paul:I'm not sure what Mark is going to say, but I can go this far, I think -- In the 'Space' class (dumb name, but it's early!) there will be a 'Map' class/object. In that 'Map' class there will be a 'generateMap()' method. This method likely will instantiate another class (MapBuilder?), where your model will be coded. Any parameters can be sent to it, of any kind, and anything can be returned -- even another object. Most likely 'generateMap()' will return a 'Location[][]' object. That's a 2-dimensional array of 'Location' objects (we will write those, too, of course). This 'Location[][]' object array will be the functioning worldmap. Locations will be accessed by index #, relating to grid coordinates. I.E. 'worldmap[2][3]' will be the 'Location' object that contains all the vars for map location 2, 3. I hope this helps. I don't know who will do the coding. I'm pretty busy. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted August 27, 1999 18:32
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Hi Paul:My take is that you should formalize the mathematical and conceptual nature of the model, and when that is fairly far along we can worry about handling it in code. Given the slow pace of things so far, I would guess that we can wait until November if you're interested in coding it yourself. There are huge number of things we can do before the map generation will be needed. If you need help sticking the model into a class structure, I'd be glad to help you out when the time comes. |
mca Chieftain Odense, Denmark b.02-15-99
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posted September 01, 1999 17:33
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Paul:The outline of your model sounds great. I'm looking for a limited (in size) corner of the project to work on, so if you have a somewhat detailed algorithm that you think will work, then I can try to implement it in Java. Martin |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted September 03, 1999 17:47
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MCA: Thanks for the offer. I just found out that I'll be starting a new job in late October/ early November and I need to defend my M.S. before then, so I obviously won't have the time to do the coding myself before then (especially since I only know Avenue and not Java!). I AM working on the model, however, and next week I'll send you what I have to date and we can take it from there. I look forward to working with you!  |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted September 06, 1999 15:47
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Mark (and anyone else interested in this...)  Just a quick update on the progress with the Map Gen Module: MCA and I have begun collaborating on the coding of the model. I've worked out a pretty detailed conceptual model that should be reasonably easy to implement (MCA can verify if I'm correct in this assumption!) You can add the following features to the original proposal above: 1. Volcanos produced near faults 2. Deep sea volcanos to produce some islands 3. Atolls/island chains 4. Erosion effects during map development (FE wearing down of older mountain ranges). I have some pretty solid ideas on how to implement these features, so we'll see If we can do everything in the outline, I think that we'll have the most geographically/geologically accurate maps in any sim out there. MCA and I'll keep everyone updated as we make progress to ensure the inflow of fresh ideas that can only enhance the model. Paul |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted September 06, 1999 15:57
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I forgot to ask my questions:What is the size of the map matrix (x,y)? What land area does each cell represent? Has anyone come up with final definitions for terrain/vegetation types? On these last two, several proposals have been bounced around throughout various threads, but I haven't found anything listing the final say on what we'll use. If terrain/veg types are not defined yet, what number are we limited to? FE in Colonization, forest is broken down into several types (conifer, mixed, deciduous, etc). Forgive me if I didn't get the Colonization types right - it's been ages since I played that game (got boring REALLY quickly - too much micromanagement!) Should we start a thread listing the "final" parameters for "global" variables? FE cell area, # terrain types, # units, etc. It might make things easier once we start docking modules. Then again I'm not a programmer, so what do I know! |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted September 06, 1999 17:07
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Hi Paul,I like the new features . > What is the size of the map matrix (x,y)? I'm going with 320 by 200 cylindrical right at the moment... Suggestions welcome. > What land area does each cell represent? Approximately 100 kilometers on a side. The current graphics plan is to have them be "diamonds" with the corners pointing in the compass directions. Like in Civ2... > Has anyone come up with final definitions for terrain/vegetation types? No, don't have anything final on this one. I guess just pick the ones you like from the discussions. > If terrain/veg types are not defined yet, what number are we limited to? FE in Colonization, forest is broken down into several types (conifer, mixed, deciduous, etc). Forgive me if I didn't get the Colonization types right - it's been ages since I played that game (got boring REALLY quickly - too much micromanagement!) I think we can cope with several kinds of forest / jungle etc. if you think your model can reasonably calculate them. If it turns out to be a fundamental problem we could just redefine them all back to forest. > Should we start a thread listing the "final" parameters for "global" variables? FE cell area, # terrain types, # units, etc. It might make things easier once we start docking modules. Then again I'm not a programmer, so what do I know! Well... we Should, but I'm not up to it at the moment. if you would like to take a shot at the terrain types here I'd appreciate it. The military model is far from being reasonably complete, so I think starting to talk about specific units would be premature. These are all going to be read in from an initialization file anyway, so they really don't have to be finalized until fairly late in the project. Obviously, the stuff with graphics will have to be worked out well before then. My best guess is we should just work out the specifics of each model when that model is at the right stage, in the sprirt of OO programming . On the topic of wearing down of mountain ranges, I may have missed it, but are you going to start with pre-existing mountain ranges on your mega-content? So we can have really old mountain ranges, as well as relatively new ones? BTW, any chance of getting reasonable mineral deposit locations with your model? I know I'm really stretching, but hey, I've got to try! Sounds great, I can't wait to see it.
[This message has been edited by Mark_Everson (edited September 06, 1999).] |
mca Chieftain Odense, Denmark b.02-15-99
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posted September 13, 1999 14:49
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We now have pretty pictures of the map generator in action! What you'll see in the snapshot are some of the the very first, bug-filled elevation maps that have been generated, along with plate tectonic maps (Step I in the model).There are still some issues that need to be addressed: how and how much we're going to move the plates, some mountain raising and erosion parameters that need to be found, and (perhaps most importantly) some "interesting effects" that I can't quite explain yet, before we move on to climate zones and vegetation. Note that the implementation so far uses square map cells, because it is a no-brainer to display them  Source code, of the early prototypical variety, is available. Martin |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted September 13, 1999 15:25
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mca (and Paul too...):Looks cool. If the red are mountains, they already look more realistic than civ I can't wait to see it when you move the plates around a little more vigorously. Great Work! Mark |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted November 21, 1999 18:26
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I noticed that the model lacks some detail in the climate area. For instance you've only included polar temperate, and tropical, but there are more zones than that. You should also include sub-arctic sub-tropical, and divide the temperate zones in both hemispheres into two seperate parts. The reason for dividing the temperate zone is that it is the largest of them and there is much variation from the Polar half compared to the half nearer the equator. So you bands would be: arctic (1) sub-arctic (2) cool temperate (3) warm temperate (4) sub-tropical (5) tropical (6) equator --- tropical (7) sub-tropical (8) warm temperate (9) cool temperate (10) sub-arctic (11) arctic (12) Another thing is the terrain. We need to include polar ice caps. Submarines would be able to travel under them and tanks could roll on them. Ships could wreck due to icebergs near the caps to make sea travel a little more realistic and a little more treacherous. With the polar caps we could include a chance of loosing nearly any military unit due to cold, doubled if you have no supplies, reduced with certain technologies. [This message has been edited by Toubabo_Koomi (edited November 22, 1999).] |
mca Chieftain Odense, Denmark b.02-15-99
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posted November 21, 1999 19:43
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Minor progress has been made on the Map Generator. Current status, prototype source code, and screenshots are available at http://danish.visl.ou.dk/~mca/clash/ .Please note that previously posted links to source code and screenshots are now invalid. Martin [This message has been edited by mca (edited November 21, 1999).] |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted November 21, 1999 20:00
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TB: Thanks for the comments - in case I didn't mention it in the posting, the model described there is preliminary (and has already been updated quite a bit from that outline). Don't worry - we'll implement some of your suggestions in the climate model. We're shooting for a compromise between playability and realism, though, so we probably won't be able to do everything. Subs moving under the ice caps FE, unless Mark is interested in working up some kind of cool movement model to incorporate movement over the North Pole on a Mercator projection (not easily done due to the extreme distortion at the poles!) |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted November 22, 1999 04:23
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Paul-- If the layering of graphics is going to be used (which it looks like it is), you could apply the same technique here with a little use of transparent graphics. The polar ice itself would be semi-transparent. The submarine could become semi-transparnt when it submerges, which could be an actual order for the TF. Then when a sub moved "onto" it, it would give the appearance of being underneath the ice. This would also give the appearnce of it being under water when it submerges at sea also. I don't know if any of you have ever played Call to Power, it sucked , they had two really good things that I did liked. For one you could take the option of playing on a doughnut world. With that on you could move not only east-west off the map but also north-south, which was very cool, and I think we should eventually include it. The other was the semi-transparent "Fog of War". I really liked this one because it was cool when you placed a radar station how the fog lifted.
[This message has been edited by Toubabo_Koomi (edited November 22, 1999).] |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted November 22, 1999 17:58
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Toubabo:Since this really has little to do with graphics, it's a bit OT, but since you asked the question here, I'll answer it here. If you wish to pursue it in more depth, I suggest that we either find a more closely related thread or start a new one  I think that you may have misunderstood my last posting (I apologize if I was unclear). We can easily display subs under the polar caps - the problem is with the map projection itself and with how we handle the movement of units on that projection. There was a thread that dealt with this back in late August or early September (do a search on "projection" and "Albers" and it should come up). We're using what's basically a Mercator projection. If you're unfamiliar with that term, think of the map you may have seen (often in elementary school) that shows a huge representation of Greenland in proportion to the rest of North America. While this projection is OK for many things, it's terrible for displaying anything near the poles due to the distortion (that increases the closer you get to the poles). The problem we would face is this: picture a sub going over the pole from North America...it crosses the north pole and heads south towards Russia. On our flat map, it would head "up" the map from N. America and pop up further east (or west depending on how you look at it) at the top of the map heading "down" the map. While not impossible, it's an aberration from the normal movement mechanics that Mark is working on. He can probably give you a better answer on whether it's really "doable" or if it's not worth the work involved. As far as using a different projection (like your donut), we've already discussed that topic to death in past threads (you should do a search on those if you really want to pursue this, so as to not repeat anything that we've already discussed). As to your original posting - I'll look into expanding on the temperate zones (I had already given some thought to it, but you just gave me greater incentive to do so)  Nonetheless - thanks for the comments! Even if we can't implement them, they are still valuable Keep 'em coming. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted November 23, 1999 09:18
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TK, Paul:We might do something about polar movement Eventually, but it would be a kludge added in near the end. I'd prefer to put off discussion on such things until we get more of the basic model and code implemented. Fog of war will be handled in some way TBD. That's more of a military issue. MCA:
Hi. Glad to hear from you. Hope everything's going well with you. The GNU Lesser General Public License concerned me for a bit, but it Does look like the right way to merge open-source parts into Clash. I'll need to look into some details later... MCA & Paul:
Some of the continents look Very geometric. I assume we can take care of that easily, by giving the initial plates more "texture" at the start... |
johnmcd Clash of Civilizations Unit Graphics Edinburgh Oct 1999
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posted November 24, 1999 07:32
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Paul and MCA:What a beaut. I just looked at this and the associated web site, I'm amazed. I think the worlds it produce are very authentic looking. Thats all. |
mca Chieftain Odense, Denmark b.02-15-99
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posted November 24, 1999 10:47
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Mark: Don't worry, the very polygonal shapes of the continents and the very linear mountains are not features, but broken features, as noted on the page. The issue will therefore be addressed in future releases  The LGPL permits open source modules to be linked to proprietary code, so I expect there should no problems with the licence. Martin |
Henrique Duarte Chieftain Portugal Jan 2000
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posted January 19, 2000 10:33
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Hi everybodyI am a geology researcher and my MS (soon to be I hope :-) is in gold and tungsten deposits so I believe I can answer Mark on the reasonable location of resources. There are plenty of papers on Plate-tectonics, geodynamics vs resources We can assign a probabilty of a resource existing on a square according to a tectonic classification that we could give to the square: Is it a recent plate boundary (ocean vs continent, continent vs continent), an old plate boundary, a forebasin etc etc Then we can give a probability of each resource appearing in each of those types of squares according to known actual relations here are some of these relations Copper porphiry deposits (I am not sure whow to spell these) are very comon on recent mountain ranges in ocean-continent boundaries massive sulphides (tin and coper) on old oceanic basins and recent ocean plates and this can go on and on - it will only depend on what resources you want.
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 19, 2000 20:04
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Henrique:That's Great! Here is a list off the top of my head of the major geology-related resources. I don't know if we will use all of these, but this is pretty close to a probable final list. Gold, silver, gemstones (could be a variety of types) tin, iron, possibly copper, aluminum (bauxite) coal, oil and uranium I'm sure others will chime in if I have missed anything of vital importance. |
Krenske Settler
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posted January 19, 2000 21:18
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Mark, I think you have covered the basic geological resources, the only extras I can think of are generally quite rare and are probably only good for trade in the modern era (Titanium, Tungsten).Extra idea 1. Deposit types. I don't know if it has been mentioned yet but could it be possible to have 3 types of deposit surface, mineable and deep. A surface deposit requires no mine to gain the benefit, rare but immeadiately useful. Mineable is as is currently available in Civ2 requiring a mine. Deep could be a new type where GEOLOGY needs to be learnt before you can detect the deposit. This gives all those Explorer/geologists something to do in the later game. It may be possible to include a special Mine improvement for Deep deposits. Extra idea 2. Resource Exhaustion. Many of the deposits around the world that were originally mined have now degraded. The copper and iron deposits in Turkey for example, Aluvial gold in California. Could deposits be given a "life"? This could be hard to implement but may be a nice feature. (To go with the above, many surface deposits could have limited lives, while mineable and deep deposits remain) Extra Idea 3. Yield/Quality. Way to many ideas. Variable yields for deposits. A gold mine is not necessarily the same as any other. Maybe the yields could vary by 1. Feel free to ignore whatever you don't want. [This message has been edited by Krenske (edited January 19, 2000).] |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 19, 2000 22:02
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Krenske:We potentially could do any or all of these. We already have the yield idea, if not the quality part of that in the model. Exhaustion can easily be modeled, my take on it was just which was the most fun for the player, perma-resources or exhaustible ones. The depth of deposits is something that we don't have in their yet, and I'm embarrassed that I didn't think of it! That's probably the most important of the three. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 20, 2000 01:38
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Uranium should be Uranium 235. 238, the natural state is much more common. 235 is what is used for nuclear power.Also Nickle and platinum. Also make sure diamonds are common. They really are in this world but because of politics/economics many of the diamond mines are never mined because the price would drop drastically. Any time one is discovered now days it is bought out by the largest diamond mining company in the world to keep prices high. Also marble and perhaps oil shale. |
Henrique Duarte Chieftain Portugal Jan 2000
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posted January 20, 2000 02:51
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I see where you are leading. I will try to give a complete modelling (as close as possible to the map generator) on surface and depth resources. we can have one of two approaches 1. Each square will have a basic level of every resource according to geological setting (only when it is clearly a geological stupidity will he assign 0 to any resource, which as Lord Ginai holds true to diamonds (well this one is in fact the worst example because is one of the few resources that is EXTREMLY constrained in geological terms, but the idea is quite true). The resource will be split into deep and shallow also according to geological setting. As mining starts the base level will be reduced accordding to a log function. (resources will go down fast, but it is dificult to achieve total depletion of a resource on the game scale)2. Just simulate very large deposits - geologic anomalies - in this case it is a bit useless to simulate deep/shallow or depletion issues. Large anomalies are LARGE anomalies. seeing you |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 20, 2000 07:38
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Henrique:I come down mostly on the side of your choice 2. Although if these aren't enough for game play purposes, it would probably need to throw in some of the larger deposits in your category 1. While clearly in reality each square should have a potential to contain any of the many resources, the current plan in the economic model is to have only one "special" (and minerals are among these) per square. So although I think it's worthwhile to calculate deposits and their chance for every sort of square, I just wanted to make it clear that the game mechanics will probably cut off most of these possibilities. So, for instance, while there might be tin in Greece, the early Greeks had to go to near Rome and other places to obtain tin. If there aren't nonuniformities in the distribution of tin, we will miss out on effects like that. Thanks for working on this! |
Henrique Duarte Chieftain Portugal Jan 2000
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posted January 20, 2000 09:07
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Mark Lets see if you like this:step one Allocate geographical position and abundance of resources on the map (with geological credibility) 1 - They will be divided in surface and deep resources. 2 - resources are exploitable only if you have the knowledge to do so and if you have found them (this will require infrastructure investment - covered by econ model; and prospection investment - not covered yet.) ex. a big % of surface deposits will be readily available to the player, for the rest of surface and deep deposits they will have to be hable to explore (prospection) on a square/province level and create production infrastructures. How to make the player A really need those products that only B has? Well... small deposits will only give you a little bit of production, way bellow your needs, and tendency will be for them to get smaller. The very large anomalies (that can be simulated in example 1 as well as in two) will be 100 to 1000 times bigger and also much more productive (and this is not unrealistic!). The deposits in these regional anomalies (something that should be 2-10 squares big if the scale is 60 miles across)will be huge and hard to deplet (germany still produces huge amounts of coal :-)) The idea is to make everybody able to produce a little bit of everything (even if to make it so they have to invest a lot, and STILL not being able to satisfy product needs - one small deposit will only produce a max amount of ore no matter how much money you put into it) but make it much more cost per unit efective to trade. I believe this will give a few more interesting things for the player to do, namely to bet in mineral exploration if he wants to - note that in the beggining of the game you might be sitting on top of the "mother load" and you wouldn´t have the faintest idea. Has tech progresses old territories gain new importance :-)
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 20, 2000 11:58
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Henrique:I like your idea on this a lot. If nobody strenuously objects, that's the kind of thing I think we should go with. Perhaps we can handle the smaller deposits in a statistical way even, so the player doesn't deal directly with them. The player would know there is some tin locally, but that the economy could use a Lot More... |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 20, 2000 16:53
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I want to know what the amount would be needed to develope them for use on larger scales. FE Japan although there was copper, never had a bronze age because there just wasn't that much. So i'm wanting to know, does it take a large area to actually produce the material for anything more than trinkets? |
Henrique Duarte Chieftain Portugal Jan 2000
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posted January 20, 2000 17:56
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