city radius in hex topology
city radius in hex topology
How works city radius in hex topology? In square topology there is usually few squares for each radius increment, whereas hex topology (version 2.6) require higher steps - which values guarantee real increment of city radius?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: city radius in hex topology
City radius is just a maximal distance to a city map tile from the city center. For tetragonal topologies, there are diagonal tiles that are farther from the center then their straight-positioned neighbours, so you get 5 tiles at squared radius 1, 9 tiles at 2, 13 at 4 etc. At hex topology, there is all the same, just the hexagones are situated in more circle-like structures. For this reason, sq.radius 1 means 7 tiles and sq.radius 2 brings nothing more, you need 4 to advance to six more tiles, but this looks not good and ruleset authors use 5 for the full ring of 2 tiles away. And to inscribe into a circle tiles 3 steps away, you need 10 (see experimental/effects.ruleset). You use the hexagonal values for playing on both hexagonal and rectangular maps; within the maximum allowed sq.radius 25, this shows pretty circles on rectangular maps too. Rulesets for now can't adjust effects like City_Radius_Sq in accordance with non-binary game options, but they AFAIK can force a specific topology.
Re: city radius in hex topology
There is requirement type "Topology" just for adjusting ruleset to work optimally with both hex and square topologies.Ignatus wrote:Rulesets for now can't adjust effects like City_Radius_Sq in accordance with non-binary game options
Re: city radius in hex topology
Radius 4 give full ring of tiles around: - at least for 2.6 version. Radius 5 doesn't change anything, unless 9. Numbers of tile layers surrounding city center is just a sqrt(city_radius) rounded down to int.Ignatus wrote:At hex topology, there is all the same, just the hexagones are situated in more circle-like structures. For this reason, sq.radius 1 means 7 tiles and sq.radius 2 brings nothing more, you need 4 to advance to six more tiles, but this looks not good and ruleset authors use 5 for the full ring of 2 tiles away.
In case of square topology, things are more complicated, you got 4 tiles for size 1, 8 tiles for size 2 or 3, etc.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: city radius in hex topology
Hhmph... well, I've never tried to change radii's settings myself. Then I don't understand what is 1 for the radius and what coordinates it is applied to.
Re: city radius in hex topology
city_radius_sq and city_vision_radius_sq are a squared distance from city tile to the most far tile under city influence.Ignatus wrote:Then I don't understand what is 1 for the radius and what coordinates it is applied to.
Thus city tile itself have 0 radius_sq, radius_sq = 1 give 1 additional tile "circle" around center, radius_sq = 4 gives 2 additional circles (because 2^2=4) etc.
Which hex coordinate system is used in freeciv? Cube? Offset? Axial?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: city radius in hex topology
Maybe these comments, "graphics" and tables help?
https://github.com/freeciv/freeciv/blob ... ity.c#L185
https://github.com/freeciv/freeciv/blob ... ity.c#L185
Re: city radius in hex topology
Maybe this instead?
Code: Select all
* 0 1 2 3 4 5 6 7 8 9 10
*
* 0 25 25 25 25 25 25 -5
* 1 25 16 16 16 16 16 25 -4
* 2 25 16 9 9 9 9 16 25 -3
* 3 25 16 9 4 4 4 9 16 25 -2
* 4 25 16 9 4 1 1 4 9 16 25 -1
* 5 25 16 9 4 1 0 1 4 9 16 25 +0
* 6 25 16 9 4 1 1 4 9 16 25 +1
* 7 25 16 9 4 4 4 9 16 25 +2
* 8 25 16 9 9 9 9 16 25 +3
* 9 25 16 16 16 16 16 25 +4
* 10 25 25 25 25 25 25 +5
*
* -5 -4 -3 -2 -1 +0 +1 +2 +3 +4 +5
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...