This is an old one eh?
Look here too, for the OO discussion thread, and here for the latest economy discussion.
This is something that I recently remembered from my EIT design. It has potentially large impacts to the economy and infrastructure models, though until I got somewhat into typing it, I didn’t realize how large the effect to the economy model was, I was thinking it would only impact the infrastructure model. Seeing that this was buried 10 pages in and the economy model thread was only 2 pages in, I bumped this one instead of the economy model.
Land Cover
Land cover describes the physical aspect of Infrastructure’s encroachment on uninhabited land. Every piece of land that I’ve ever known can only hold so much infrastructure (housing, roads, etc.) before it is filled, and the same should hold true for Clash.
At its most basic, I’m talking about adding a new property to tiles (which defines Unusable Land, Covered Land, Unused Land and Used Land), and a new property to infrastructure (which defines % of land used per unit – higher technology allows infrastructure that takes up less space for equal or more gain, to a point).
Unusable Land – As it implies, unusable by civilization.
Covered Land – This is covered by jungle or forest, and unusable by civilization, except for logging.
Unused Land – This is not yet used by civilization, yet not covered.
Used Land – This is the amount of land filled with infrastructure.
So what use is all of this?
1. This will help aid in determining what tiles are ‘cities’ and which aren’t. Larger land coverage usually indicates a more rural tile (farms take up a lot of space), while large portions of unusable land will severely limit development of the region.
2. This will aid in population control for rugged areas. For example, given a mountain tile and a flat tile of the same tech level, the mountain tile can physically hold less people than the flat simply because there is so much unusable land.
3. This is scalable to the size of the tile.
As I’m writing this I realize that, in essence, this is a more detailed and sophisticated version of the ‘Farms, Resources, Services’ that is currently used by the economy model. Since I’ve already pushed for a near-total rewrite of the military model, and I’ve come to realize that this would require a large rewrite of the economy model, I’ll just let this post stand as is, until comments are made, except to say one last thing. We’ve been needing to refactor the economic code for some time now, assuming it isn’t done, perhaps posting this now isn’t such a bad thing.![]()
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