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for h in hexes march 2021 march 26 2021 detail xii a case study vi next up lakes lakes were complex to handle back in detail vi lakes but this project should be much simpler again i am placing them manually hex 15 there are two important things to note here one i trace a river through the center of the lake to ensure that drainage is calculated properly second the road hugs the river pretty nicely this time what i ve got so far posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping march 19 2021 detail xi a case study v let us take stock of the map so far with hexes 24 25 and 26 the terrain blends very nicely but these settlements need to be connected at least if the infrastructure exists to support them the infrastructures are as follows hex 24 with 9 hex 25 with 16 and hex 26 with 7 not a great deal of population here to maintain a good trail but it s enough to at least have a road of some kind road placement uses an a algorithm with defined endpoints in the cases here the endpoints are the defined settlement hex and the edge exits if no settlement exists i ll just define two exits the route weight is a bit complex but generally tries to pick the route with the most gradual elevation change these being rather flat hexes we d expect a more or less straight road there s some complexity when it comes to rivers unless a 20 hex has at least 12 points of infrastructure it can t build a bridge or ferry if it has less than this it can t have a simple ford either if the river is larger than 2 strahler points those rules yield the following network pretty good nothing complex to overcome in this particular slice we can get slightly more interesting results by adding a bit of a terrain penalty hex 26 is mostly marshy terrain not necessarily impassible but the road will definitely hug firmer terrain where available so we ll add in a bit of a penalty for such eh kind of interesting the penalty weights probably need tweaking but i ll wait until i have more use cases posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping march 17 2021 detail x a case study iv under normal circumstances i would place the rivers at this point however i am adding them by hand rivers are saved as a list of the hexes through which they flow which makes this part more or less trivial the strahler numbers are saved for each in flow hex and so the width of the river can be drawn accurately hex 25 river in white temporarily for emphasis the next step is determining which hexes are settled and which are wild the infrastructure for hex 25 is i 16 this isn t quite as simple as placing for instance 16 of 400 hexes as settled i reviewed the system for determining the relationship between infrastructure and number of settled hexes back in detail iii infrastructure briefly each hex contributes to the total infrastructure based on the number of settled hexes that it itself borders there are then two broad scenarios for placing these hexes the first is the case here where i already know the core location of the main settlement within the hex i want the other settled hexes to cluster around this one so the base chance of settlement p_s i 400 is modified based on proximity to the constraints there may be more than one in other cases p_s left frac i 400 right s c cdot t where s c is the distance between the 1 mile hex s and the constraint c and t is a factor such that the sum of probabilities is equal to i this added factor makes convergence a lot faster thanks to scott for this idea for now i m coding the settled hexes as grassland the algorithm yields two type vii hexes 1 and four type vi hexes 2 for a total of 2 times1 4 times2 16 i perfect in this case they are all contiguous but this need not be the case just luck of the draw and a consequence of the low overall infrastructure 16 is really not very much at all the second scenario and honestly more common is a 20 hex without a named settlement and thus no specific constraint settled hexes will then tend to cluster around river features or roads therefore we can do a similar adjustment with the distance to a random river or road however most of the 20 hexes i m looking at initially will have settlement features this will come in handy later on posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping march 15 2021 detail ix a case study iii i previously covered terrain placement in detail iii and a bit in detail iv at the time i was thinking of the effect that infrastructure had on the terrain and so i used the terms somewhat interchangeably the terrain type was simplified into primary and secondary but there are many cases where neighboring 20 hexes may have several different types between them so the system needs to be able to take that into consideration at first i just used a random choice between the available neighbor types yielding something a bit like this this isn t really great because the shape of the 20 hex is immediately identifiable to the surprise of no one i ll turn to my old friend idw normally idw is concerned with interpolating numerical values instead for each hex i ll determine the weights assigned for each potential terrain type the 20 hex terrains are as follows darker green is shortleaf pine coded as c lighter green is longleaf pine n not a huge difference but adds some flavor the green brown is marshy terrain and not in view here so we see that hex 24 will be dominated by shortleaf pine and begin to transition to longleaf towards the south running the algorithm for the weights on a 1 hex near the bottom yields c 1 3e 06 n 1 9e 06 so the longleaf pine is much more likely to be generated near the bottom to use this in a random selector i normalize these numbers to sum to unity c 0 401 n 0 599 so there is about a 60 chance that that 1 hex will be longleaf as opposed to the dominate shortleaf quite satisfying posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping detail viii a case study ii i had previously worked on height generation here detail i one mile hexes the underlying terrain is one of the more fundamental issues to tackle as it determines road and river placement however as we shall see it s not of first priority for this particular case study in the general case the topography is important for placing rivers and other features it ll be important here for roads but rivers are all predetermined with that in mind the altitudes of each 20 hex are defined as best i can the 20 hex i ll work on first is designated no 24 its neighbors are 14 15 23 25 34 and 35 the heights for each of these must also be defined or at least for most of them if available with these in hand we can use idw to get weights for each 1 hex based on the distance to the centers of the neighboring 20 hexes the idw output is heavily dependent on the number of neighbors k and the exponent x used to control the drop the following graph shows the altitudes of a line of hexes across the middle of 24 and 25 with k 2 x 2 applied to all subhexes the altitude is as follows heights exaggerated for display these low heights do not show up well in greyscale some artifacts are still just barely visible because k 2 means that only the central 20 hex and the closest neighbor will matter expanding that to k 3 x 3 may yield better results there are still some artifacts but these will probably get washed out when we add a little noise the amount of noise is determined by the topography type hex 24 is coded as hills and so the standard deviation of the gaussian function is set to sigma 150 6 i m still playing with those values that is not a lot of height variation over 364 sq miles hex 25 has a topography of plains so the gaussian is contracted to sigma 25 6 that s not looking too bad i considered a further relaxation step where each hex would spill a bit of its height into its lowest neighbor but that would require information we don t have in the self contained system for the border hexes and might lead to edge artifacts when 20 hexes are combined so for now this seems good enough posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping march 11 2021 detail vii a case study i the more work i have to get done in real life the more my thoughts turn to working on the system particularly i hadn t worked on the 1 mile generator in a while and it was brought back to the front of my memory while proselytizing for the higher path recently to try and refine a lot of that spaghetti i decided to remake the area around my home into a more low tech fantasy region of course tao alexis of the higher path bases his world on the late medieval early renaissance old world this side project will be similar with the terrain and some of the demography based loosely in the real world a major advantage of this project is that it makes the final product much more personal at some level a project based solely on imagined and random numbers has little soul particularly in the development stage where whole universes are destroyed and remade with a click however designing an alt version of an area i m intimately familiar with not only has soul it has stakes i ve got real physical and spiritual blood in this land and that naturally translates into greater care and eye for detail if something is made up from whole cloth there can be no accountability these are places that i know personally the decision to erase or augment them is felt more deeply to avoid totally doxxing myself is anyone really anonymous online placenames will be concealed for now and perhaps remade anyway to be more fantasy i started with a 20 mile hex 20 hex hereafter map of the whole state working from waterway and ecological maps i assigned rivers and major vegetation types normally i would calculate hex by hex drainage for the river width however in the larger system i use one 20 hex only drains to one other in the real world its commonplace for more than one river to flow through a single area of this size it s over 364 square miles of course instead i used the strahler number the other advantage of using real waterways is that i can avoid the many issues i had with automatically placing rivers on the 1 hex maps i had something that worked but it was kludgy and hopefully i can return to it with more knowledge and a fresh brain in the future rivers can be manually input either way and saved for future processing i m a bit less strict on roads since the modern era has roads criss crossing every which way i decided to preserve a handful of existing connections but largely rewrite the road network and allow my algorithms to handle the internal road placement to determine settlement placement i used only cities that were incorporated in the state by 1900 this cut the list down to 47 i use alexis infrastructure system to distribute infrastructure points by dividing the 2010 population of each city by 10 this part made me very grateful for my code on the bigger map doing this by hand was a chore if i make any changes to the populations i m going to have to either do it all over again or figure out how to apply the infrastructure algorithm i ve already written to this subset of hexes but for now it is what it is road type and the presence of bridges or ferries as opposed to simple fords is determined by the infrastructure number so its important to know my general plan for tackling and describing this project is as follows quickly review the height algorithm the area is best described as flat and low so we ll see if that generates any problems refine the terrain assignment such that there is a smooth interpolation between 20 hexes of different terrain types like the height algorithm discussed in previous posts the ultimate goal here to create a distribution where the hex edge cannot readily be identified because i m working from a scale of 20 miles all the way down to 1 mile in a single step i think i lose of some of the beauty of alexis working down to 6 miles and then to 2 miles so i ll revisit the infrastructure assignment as well to try and beautify it i m not sure if the low infrastructure will help or hurt here but we ll see once the settled wilderness hexes are placed roads and trails tracks can be placed there s always tweaking to be done when a pathfinding is involved from there i d like to consider types of features of civilization which could be placed based on waterways settlement and roads lakes or coastlines i may get to this one earlier it s not as crucial since i m manually placing these features as each piece of the puzzle is added the gameability grows richer posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels case study detail mapping newer posts older posts home subscribe to posts atom search this blog subscribe to posts atom posts all comments atom all comments blog archive 2023 5 august 1 july 1 march 1 january 2 2022 15 december 1 november 1 october 2 september 1 august 1 june 1 april 2 march 2 february 3 january 1 2021 11 december 4 april 1 march 6 detail xii a case study vi detail xi a case study v detail x a case study iv detail ix a case study iii detail viii a case study ii detail vii a case study i 2020 16 september 2 august 2 july 7 june 3 february 1 january 1 2019 57 december 2 november 1 october 1 september 2 august 2 july 3 june 9 may 6 april 7 march 8 february 8 january 8 2018 98 december 5 november 9 october 7 september 12 august 14 july 13 june 13 may 12 april 13 following 21st century d d crossing the verse crowbar and brick cruel unusual punishment delve lord s lair fantasy maps for fun and glory generating fantasy maps here dragons abound tcg the koppen geiger climate classification the tao of d d thorfinn tait cartography undiscovered worlds labels mapping 75 resources 30 climate 27 demographics 27 history 25 elevation 23 physics 22 economics 20 detail 15 demoland 14 cities 12 roads 12 gameplay 11 currents 10 desirability 10 infrastructure 10 wind 10 case study 9 ex nihilo 9 trade 9 war 8 temperature 7 meta 5 cliodynamics 4 combat simulation 4 rivers 4 pressure 3 sage abilities 3 tectonics 3 agriculture 2 rain 2 benefits 1 chatgpt 1 prehistory 1 weather 1 simple theme powered by blogger
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