For this we have the following... I remember if it's too complex even today's most advanced computers would get bogged down, yet if it's too simple it won't be worth playing. This system would provide a simple 8 bit code for each tile and save a lot of memory too.
00 00 00 00
Terrain
00 - Flat
01 - Featured hills
10 - High steep hills
11 - Rocky mountainous
Rainfall
00 - Dry desert
01 - Moderately dry
10 - Rainy
11 - Rainforest
Temperature
00 - Frigid arctic
01 - Cold temperate
10 - Warm temperate
11 - Hot equatorial
Elevation
00 - Sea Level
01 - Up to 500 meters
10 - Up to 2500 meters
11 - Above 2500 meters
All other things like groundwater, rivers and fertility can be a factor of there four.
As for fertility, I don't think it's important in game terms. Basically most flatgrassland is equally arable. To represent superior soil, we could simply have crop or food bonuses for certain areas like flood zones, volcanic soil, etc. Or we could just go on a combination of the above figures. Ever notice that the more rainfall an area gets, the worse it is for growing things? More mountainous areas would generally have better nutrients, ane riverbeds especially would also.
As for water, there needs to be a toggle for ground water?
Well +/-
River +/-
Navigable river +/-
Lakes +/-
I don't know how you want to do this, nut I will think on it.
Something like if groundwater = no, then next tile if groundwater = yes, then specifiy
I dunno
Ocean... How do we want to do the ocean tiles?
00 00 00 00
Terrain
00 - Flat
01 - Featured hills
10 - High steep hills
11 - Rocky mountainous
Rainfall
00 - Dry desert
01 - Moderately dry
10 - Rainy
11 - Rainforest
Temperature
00 - Frigid arctic
01 - Cold temperate
10 - Warm temperate
11 - Hot equatorial
Elevation
00 - Sea Level
01 - Up to 500 meters
10 - Up to 2500 meters
11 - Above 2500 meters
All other things like groundwater, rivers and fertility can be a factor of there four.
As for fertility, I don't think it's important in game terms. Basically most flatgrassland is equally arable. To represent superior soil, we could simply have crop or food bonuses for certain areas like flood zones, volcanic soil, etc. Or we could just go on a combination of the above figures. Ever notice that the more rainfall an area gets, the worse it is for growing things? More mountainous areas would generally have better nutrients, ane riverbeds especially would also.
As for water, there needs to be a toggle for ground water?
Well +/-
River +/-
Navigable river +/-
Lakes +/-
I don't know how you want to do this, nut I will think on it.
Something like if groundwater = no, then next tile if groundwater = yes, then specifiy
I dunno
Ocean... How do we want to do the ocean tiles?
Thanks.
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