F_Smith:
I would never turn those features off. I definitely want to have a realistic modeling of troop discipline and actions. They should not be mindless drones; I want them to act properly.
I just don't want to mess with tactical manouvering.
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Um, what happened to the geography attribute (hills, flatland)?
I don't think it would be wise to store a fort in that forest object. For example, assume that the ecology model creates scrublend vegetation on 25% of that square. It would make a new object, right? Later, the ecology model might just decide that all the forest needs to vanish and be replaced by scrubland. Then what happens to the fort? I can imagine the players cursing if defense structures vanished like that. . .
This is yet another definition problem. I thought "terrain" meant geography, not vegetation. That's why I don't like the word; it is confusing. But I'll use it in your context.
I don't understand what you mean about treating vegetation as a resource.
Here's the structure I was thinking about:
| quote: Of course, you'll be able to turn all this off, if you don't want to deal with it, so Richard should still be happy. |
I would never turn those features off. I definitely want to have a realistic modeling of troop discipline and actions. They should not be mindless drones; I want them to act properly.
I just don't want to mess with tactical manouvering.
---
Um, what happened to the geography attribute (hills, flatland)?
I don't think it would be wise to store a fort in that forest object. For example, assume that the ecology model creates scrublend vegetation on 25% of that square. It would make a new object, right? Later, the ecology model might just decide that all the forest needs to vanish and be replaced by scrubland. Then what happens to the fort? I can imagine the players cursing if defense structures vanished like that. . .
This is yet another definition problem. I thought "terrain" meant geography, not vegetation. That's why I don't like the word; it is confusing. But I'll use it in your context.
I don't understand what you mean about treating vegetation as a resource.
Here's the structure I was thinking about:
- [*]mapsquare
- [*]Task Force ("1,000 Romans")
[*]Climate ("Warm Temperate Zone")[*]Water Rating[*]Geography ("Hilly")
- [*]resource ("X tons of coal")[*]resource ("Y tons of iron ore")[*]resource ("Z tons of non-ferrous ore")
[*]terrain ("Human Habitation")
- [*]infrastructure ("Dock")[*]infrastructure ("30 Fishing Boats")[*]infrastructure ("Village")[*]infrastructure ("Fort Valor")[*]Ethnic Group ("3,000 Romans")[*]Ethnic Group ("200 Etruscans") [/list][*]terrain ("Crops")
- [*]resource ("X bushels of barley")[*]resource ("Y bushels of wheat")[*]resource ("Z bushels of vegetables")[/list][*]terrain ("Forest")
- [*]resource ("X cord feet of lumber")[*]resource ("Y tons of game")[*]resource ("Z pounds of medicinal herbs")[/list][*]terrain ("River")
- [*]resource ("X tons of fish")[*]resource ("Y gallons of water")[/list][/list][/list][/list]
[This message has been edited by Richard Bruns (edited September 28, 2000).]
I'm confused.
But your trying to model farmland in a square as an acreage with a single quality number would in this case say nobody could farm there and survive! Your approach is IMO going to produce more unrealistic effects than sites are... Only if you go to the full-blown many-land-qualities per square thing do you gain any advantage. And I claim that is Huge Overkill in a game where individual squares are frankly not that important.
. So long as it doesn't show up in or affect the standard econ model I don't care that much.
. You cannot separate the Forrest from the trees, they are one and the same. It could be a flatland/hills/mountains object with 'Trees' ressource. The original geography object should be independent of the contained ressource objects. Real world concepts that are conglomerates of several ressources are a little bit tricky. The forrest nearby where I live has trees and game. If there were no trees there would be no game - at least not to the same degree. This is not symmetrical: There could be trees without game - although probably not for long, since game would reappear quickly: The only real way to completely erradicate game in an area is to destroy the habitat (sorry
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