Molo_Parko wrote:The 14th tile type is the "inaccessible" tile which might have some value for features such as "bottomless" pits on land, or the inside of an active volcano, or the vertical edges of a canyon or tall cliff, or any rock feature which wouldn't be scalable by standard Freeciv units, etc., although a cosmetic make-over of the tile graphic when used for such purposes might be nice, which would then require a custom tile set (which I avoid).
I have never seen that in any freeciv game (or any civ game at all, actually). But the features you describe here being small enough to disappear at a scale of several km per cell, i think we can just skip that part.
Molo_Parko wrote:
In my opinion, some areas which actually are "flooded vegetation" (wetlands) but which aren't actually "swamp" (forested wetlands) might best be represented as irrigated grassland from the start -- because the irrigation is naturally occurring rather than a product of terrain alteration by units. The definitions of terms such as swamp, bog, and marsh differ -- they aren't identical and translating them all as "swamp" tiles isn't quite accurate. Boston, Massachusetts is in some areas on a "fen", which is a wetland but is not a swamp (not forested), and is not highly acidic (not a bog), as an example. It's land that is chronically wet due to low elevation, but that's all it is -- naturally irrigated land. Using irrigation as a starting terrain feature in such places extends the flexibility of standard Freeciv without creating custom tile sets.
http://www.nps.gov/piro/learn/nature/wetlands.htm
Graphically, irrigation is clearly of artificial nature (very regular with straight lines). It is also very easy to destroy (remove), unlike normal terrain.
It would give players the false impression the area has already been settled.
Molo_Parko wrote:
There is data regarding "land use", natural resources, and so on but I don't know of any combined lists except the CIA World Factbook which is not in an easily extracted "data" format.
https://www.cia.gov/the-world-factbook/ ... resources/
^ That would work for determining where Freeciv's "coal" resource belongs, or doesn't.
It seems resources that are exhausted (f.e Lorraine coal in France) aren't on such maps. But for a fciv game we need everything that was there in prehistoric times...
It seems only the biggest ones have to figure on the final map
Molo_Parko wrote:
-We- could standardize land cover values from multiple sets. Where one set uses 10 for grassland, the other uses 14 for grassland, change both to a standard value, 101 for instance. Same for each classification type from both sets - hardwood forest values from both sets become 102, jungle values become 103, and so on. There actually is a standardized class system (with roughly a million classes) but so far I have only found 1 map that used it and it was only coverage of a specific city as an example of the "standardized" classification system.
Well, but then our way to "standardize" would actually be "converting to freeciv"...
Molo_Parko wrote:
I'm unsure about when to scale down on size, as pixels, or after converting pixels to tiles. I'll try a couple of small experiments.
Rather than when, my problem is how.
Currently, out of e.g. 5x5 area i just take the point at 0,0 in the block...
For land conversion i have :
Code: Select all
0 south pole (1)
11 grassland
14 grassland
20 grassland
30 plain
40 jungle
50 forest
60 plain
70 forest
90 forest
100 forest
110 plain
120 plain
130 mountain
140 plain
150 tundra (maybe desert or plain, depending on latitude) (2)
160 swamp
170 swamp
180 swamp
190 plain
200 desert (maybe tundra or plain, depending on latitude) (2)
210 ocean (3)
220 arctic
230 same as 150
(1) value not in map - used internally to represent missing area from land cover - arctic if bathymetry value is hex ff, else ocean like 210
(2) not done yet ; currently experimenting wih temperature and land elevation
(3) bathymetry hex range 00-df indicate deep ocean, e0-fe is normal (safe for triremes), ff is normal like e0-fe except when land elevation is 0 (-> lake)
While it seems i did not miss lakes, a few ocean tiles are mismatched and converted to lake because too shallow.
Many mountains are just not there.
There is absolutely nothing to produce hills, my biggest issue.
EDIT:
Temperature data i got is WRONG !
There are spots in Siberia that are hotter than the desert in Africa !