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Map Making Questions
I'm making a new map, and have some questions that came up, specifically about dual terrain types.
How does dual land type, for example plains + farmland or forest + mountain affect the site frequency and population amount of a province? How about sites exclusive to a terrain type? As I recall survival allows you to move through a province if *any* terrain type matches. Also, anybody have the numbers on the population in each terrain? K. |
Re: Map Making Questions
Plains and farmland typically have similar populations to each other, 8k and up, over 20k for large provinces is not uncommon. Farmlands have a slightly higher pop.
Mountains have an average of 4k - 7k, large ones can be up to 15k while small ones are 2k - 3k. Forests are in the same range, or perhaps slightly upward. Swamps have little population even when large, tops out at around 4k or 5k, and that's being generous. Likewise with waste. These are mainly off the cuff estimates based on memory, you can run tests on the Faerun map, there are several multiple terrain provinces (Cormyr and Shaareach being the most prominent). Terrain dependent sites can appear as long as the required terrain is present (e.g. Rockside Spring can be found in any combo with mountains). I've no idea about if the site frequency modifiers are all cumulative or if only the biggest modifier is taken into account. Edi |
Re: Map Making Questions
IIRC the biggest terrain frequency is always the one looked at. There was a thread about this some time back, so you might want to search for it... If you use Shrapnel Games' own search engine, remember to put '+' in front of *every* word for it to look for them all...
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Re: Map Making Questions
Sites use the highest chance IIRC.
Not sure about the pops. Farm increase pop. Swamp, waste, mountain and forests lowers pop. Might be: farm 1.5 forest 0.75 mountan 0.5 waste 0.25 swamp 0.25 large increases pop small lowers it |
Re: Map Making Questions
There are also a couple of terrain switches that dont show up in alot of peoples docs. Here are my own programming notes on the #terrain command....
Plains 0 (default) Small 1 Large 2 Sea 4 Fresh Water 8 (affects some events) Mountain 16 Swamp 32 Waste 64 Forest 128 Farm 256 NoStart 512 - for islands and special provinces ManySites 1024 - increased site frequency mountain - good for resources and magic sites, bad for money forest - same as mountain, but less so farmlands - good for money, bad for resources and sites swamp - just plain bad waste - good for magic sites, bad for money sea - good for atlantis nostart - no player can start with their capital here, use to mark off places they could get trapped in with no early expansion. Saves space in file instead of using #nostart but not as easy to edit ManySites - good for boosting sites in corners or deadends when the terrain otherwise wouldnt |
Re: Map Making Questions
site frequency
Kristoffer O posted 03 April, 2004 10:46 Not sure of the exact numbers. (I'm not sure of the specifics. Waste might be 30, swamp and mountain 20. 'just a guess.) Magic: (site freq) + 30 Waste: (site freq) + 20 Swamp: (site freq) + 20 Mountain: (site freq) + 10 Forest: (site freq) + 10 Farm: (site freq) - 20 Only the most beneficial counts. I guess it works like this: If site: Check what site. Random. If site not possible: Reroll. If site unique and already in the game: Reroll. If site possible and rare: Reroll once. Many nature sites are common but restricted to forests etc. Unique sites are also rare or common. Inkpot end is unique and common. Crown of Darkness is rare. No blood under water IIRC. Not sure about unholy. terrain modifiers movement Forest, Mountain, Swamp, Waste have movement penalties. A unit that has the correspondant survival ability isn't affected. If province has two special terrains, only one ability is sufficient to allow full movement. population, ressources, gold, supply I'm doing the statistics for province sizes atm, but I'm too lazy to finish it. Maybe the devs could give us the numbers? |
Re: Map Making Questions
Thanks for the additional info, everyone, this is going toi make the Magic Site DB project a lot easier to finish for me and Kaljamaha (who also has his hands full with his mapmaking project, and I fully expect his map to be excellent)
Edi |
Re: Map Making Questions
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Re: Map Making Questions
I thought sites are created at the beginning of the game... How else could Well of Pestilence provinces have Death scale even if you have Growth?
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Re: Map Making Questions
correct
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Re: Map Making Questions
Ahhh so it runs thru that routine when it creates the game? Good.
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Re: Map Making Questions
Thanks for the responses everybody. However, I still am not clear on the pop thing. So, lets say a that a province has x population if it is plains, 1.5x if it is farm lands. How much does it have if it is both? 1, 1,5 or something in between?
K. |
Re: Map Making Questions
"farm" means (IIRC) 1,5x pop, 0,5x ressources. "Plains" is just that - plain - it's the base for everything else, you can't have "Plains & Farmland".
All terrain modifiers add up, though. (Or mayb they even multiply. I'll have to do all the number checking some day, unless the devs tell us). That means, creating a province that is both farm land and mountain does not make any sense, as the boni cancel each other out (mostly. In fact, I found this combo to suck most - no pop, but no ressources either.) So I recommend for mapmakers is to use special terrain and "small" provinces sparingly. Going overboard with these will result in a map that lets everyone move only 1 prov/turn everywhere - with 'armies' not bigger than 50 Inf because there isn't either sufficient money nor supplies for more units. Do not draw provinces first, and then check what terrain they have ("ok - it's mountains to the left, tick it, grass in the north, tick it, it's small, ok, oh, and here's a swamp, just another tick in the editor .."). Draw your map, then place the borders at the edges of terrain features (as it's done with the original Illwinter maps). |
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K. |
Re: Map Making Questions
I think DomMap does a good job of such things. I have taken to having it set so that there is more breakup of the terrains so that I dont get a huge home territory of only mountains, or only forest, where the player cant possibly gain any other terrain for quite awhile. The program also does a great job (now, thanks to Lintman) of tracing the edges of terrains when it decides provinces.
It does have a dual terrain of mountain-waste which the original programmer put in and called "Tundra". Im not thrilled with it. But rather than pull it Im wondering if it wouldnt be best watered-down abit with other duals. What stacked terrains do you feel would be good adds? |
Re: Map Making Questions
Forest/mountain and Forest/Plains (represents lightly forested areas instead of dense forests.
Edi |
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