Here is something I posted in the last thread. It seemed like everyone agreed with it. It seems to fit in to this discussion as well. The text in bold is a change to the original post.
---
I have been thinking about the vegetation class being derived from the resource class. Simply for naming purposes, it would be good to call them different things. Right now, we don't know if "resourse" means the entire forest or just the medicinal herbs.
So I propose creating a derived class called "GroundCover." Originally I called it "Vegetation", but that definition wasn't broad enough. This class extends the resource class or the infrastructure class and adds the following functionality:
Defines the percent of land area of the terrain occupied by the ground cover.
Determines erosion, soil loss, water quality changes, global climate change effects, and other things needed by the ecology model.
Determines defense adjustment and travel time for land units. It also determines if it is even possible for a unit to cross the terrain. FE tanks could not cross a swamp but infantry could.
GroundCover classes include crops, natural vegetation, water, and human habitation.
So we have:
---
I have been thinking about the vegetation class being derived from the resource class. Simply for naming purposes, it would be good to call them different things. Right now, we don't know if "resourse" means the entire forest or just the medicinal herbs.
So I propose creating a derived class called "GroundCover." Originally I called it "Vegetation", but that definition wasn't broad enough. This class extends the resource class or the infrastructure class and adds the following functionality:
Defines the percent of land area of the terrain occupied by the ground cover.
Determines erosion, soil loss, water quality changes, global climate change effects, and other things needed by the ecology model.
Determines defense adjustment and travel time for land units. It also determines if it is even possible for a unit to cross the terrain. FE tanks could not cross a swamp but infantry could.
GroundCover classes include crops, natural vegetation, water, and human habitation.
So we have:
- [*]mapsquare
- [*]Climate ("Warm Temperate Zone")[*]Natural Water Rating[*]Ethnic Group ("3,000 Romans")[*]Ethnic Group ("200 Etruscans")[*]Task Force ("Fifth Legion") [*]terrain ("Mountains, 20%)
- [*]Potential Water Rating[*]Land Value[*]resource ("X tons of iron ore")[*]resource ("Y tons of non-ferrous ore")[*]GroundCover ("Barren ,99%")[*]GroundCover ("Human Habitation, 1%")
- [*]infrastructure ("Lookout Posts")
- [*]pointer to TF[/list][/list][/list][*]terrain ("Hills, 70%")
- [*]Potential Water Rating[*]Land Value[*]resource ("X tons of coal")[*]resource ("Y tons of iron ore")[*]resource ("Z tons of non-ferrous ore")[*]GroundCover ("Scrubland, 30%")
- [*]resource ("Y tons of game")[/list][*]GroundCover ("Forest, 68%")
- [*]resource ("X cord feet of lumber")[*]resource ("Y tons of game")[*]resource ("Z pounds of medicinal herbs")[/list][*]GroundCover ("Human Habitation, 2%")
- [*]infrastructure ("Fort Valor")
- [*]pointer to TF[/list][/list][/list][*]terrain ("Valley, 10%")
- [*]Potential Water Rating[*]Land Value[*]resource ("X tons of clay")[*]resource ("Y tons of gravel")[*]GroundCover ("River, 10%")
- [*]resource ("X tons of fish")[*]resource ("Y gallons of water")[/list][*]GroundCover ("Human Habitation, 10%")
- [*]pointer to EG's[*]infrastructure ("Dock")[*]infrastructure ("30 Fishing Boats")[*]infrastructure ("Housing")[*]and so on. . .[/list][*]GroundCover ("Crops, 80%")
- [*]resource ("X bushels of barley")[*]resource ("Y bushels of wheat")[*]resource ("Z bushels of vegetables")[/list][/list][/list][/list]
---
I'm not sure how to approach the properties, but here is my shot at it:
Resource[*]name[*]total quantity[*]available quantity determination (An equation or set of rules based on technology and infrastructure levels that determines what your civ is capable of extracting. FE you might only be able to get 30% of the availiable ore until you get a certain level of technology. This number would be defined once per resource type, and the individual resource objects would have a pointer to that definition.)[*]quality/purity (Multiplies the effect of the resource)[*]concentration/ease of extraction (Determines the effort needed to get a unit of the resource)[*]effect of the resource (What it does and what it is used for. I am guessing that this should be defined globally for all resources of that type. FE we define what oil does and then put a pointer to that definition in the resource object.)
Infrastructure[*]Name[*]Pointer to infraclass (Defines what it does and how it works)[*]Quantity[*]Quality (Multiplies effects defined by the infraclass)
Ground Cover
Since this would probably extend the other two classes, I'll only list the added properties:[*]Percentage of the terrain[*]Pointer to global properties definition[*]Density/Concentration (Modifies some global properties. FE a dense forest is harder to move through and gives better defense.)
The global properties list would have the following:[*]Ecology Effects (Full Details not yet determined)[*]Defense Modifier[*]Movement cost defined seperately for each unit type. (Can be a number or "Impassable")[*]Attrition effects on each unit type. (Rugged terrain wears down machines more.)
Is that what you were looking for, F_Smith?
[This message has been edited by Richard Bruns (edited October 18, 2000).]
Comment