tag:blogger.com,1999:blog-3871409676946408069.post5624151526606503794..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: WfS - Closing Up Tech-5Alexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-3871409676946408069.post-37119538916044619062017-05-06T02:47:57.832-06:002017-05-06T02:47:57.832-06:00Well, you indeed answered my question, many thanks...Well, you indeed answered my question, many thanks ! And yes, that makes sense, don't worryVlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-79495292478784135042017-05-05T10:32:42.537-06:002017-05-05T10:32:42.537-06:00James,
Remember that I break down 20-mile hexes i...James,<br /><br />Remember that I break down 20-mile hexes into 6.67 mile hexes using the generator I just linked in the previous comment to Vlad. The 20-mile hexes are for the convenience of depicting a huge Earth in a manageable scale. But 6-mile hexes (6.67) are used for depicting a more detailed production setting.<br /><br />You are welcome regarding your questions.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-40546338611810925842017-05-05T10:29:30.444-06:002017-05-05T10:29:30.444-06:00Vlad,
Your last post was answered as you were ask...Vlad,<br /><br />Your last post was answered as you were asking it, most likely. You're right about type-1 hexes. However, since we're just designating what a hex is in this series of making things up, it isn't "easier" to fill a coastline hex, it is simply done.<br /><br />However, I think you're asking me how I generate the coast for my world. That's trickier. The <a href="http://tao-of-dnd.wikispaces.com/Hex+Generator+2.0" rel="nofollow">generator</a> gives what the seven types are for the seven hexes and then indicates what order the hexes are placed. If I have a pregenerated city in the hex, then that gets priority on the highest type of hex; if there are several pregenerated cities, then they are allotted an order based on their population size. Any other result that shows, say, a type-1 hex going into the water of a coastline, then I don't retain that type hex to the next placement on land ~ I simply disregard it and move onto the next type of hex in the next order. This makes my coastline hexes more continuous with inland.<br /><br />Does that make sense, or shall I try to explain that again?Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-74816370070336572012017-05-05T10:05:43.484-06:002017-05-05T10:05:43.484-06:00I just reread your technology levels series, and g...I just reread your technology levels series, and got myself confused since that mostly discusses 20 mile hexes, sorry. <br /><br />Thanks for answering my questions. Jameshttps://www.blogger.com/profile/02846071799831004752noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-23255947084387801032017-05-05T10:05:22.065-06:002017-05-05T10:05:22.065-06:00@James :
Yes, consistency and gameability, with be...@James :<br />Yes, consistency and gameability, with believability a nice bonus ^^.<br />Damn, terrain type mergings is really something to think about, yes... I'm curious about Alexis' take on that too.<br /><br />I'd suppose an average between the different types would be in order, modified with the coverage of each type.<br />But you could also have a "Coastland" modifier (a simplification not necessarily useful, as some coasts dosn't bring much while others bring a lot). Or a series of "dual-type" terrains (but that'd be a simplification of the averaging solution).<br /><br />If you have it all in a computer program, you'd only have to zoom in to the smallest scale, determine what does the hex produce, and it'd sort itself while zoom out.<br /><br />@Alexis :<br />Now that I think of it, a Type 1 Hex is a Global Hex with all the Inner Hexes "populated", yes ? But what if there is coast and sea in that Hex, then it'd be easier to populate all "earth" inner hexes, nyet ? (not that there's any real problem with that, just a thought)Vlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-230286034002874902017-05-05T10:00:46.196-06:002017-05-05T10:00:46.196-06:00James,
I say several times in the series that the...James,<br /><br />I say several times in the series that the hexes are 6 miles across.<br /><br />I also explain the size of the food, coins and hammers, both in this series and in my posts, NTME; see the sidebar under tags.<br /><br />Vegetation always determines the nature of a hex. A coastline is relevant only in that it adds a coin to type-6 hexes or better (type-7 and empty hexes get no coins).<br /><br />Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-23831840009958356252017-05-05T09:31:40.139-06:002017-05-05T09:31:40.139-06:00That would certainly make sense, regarding settlem...That would certainly make sense, regarding settlements 1-4 not existing, but I was curious. <br /><br />And sure, as food, coins and hammers are symbols, they are scalable, though you would want consistency once you decide a size.<br /><br />I am interested regarding the terrains. What do you do with grassland with a river that ends in a coast? Is that a grassland + river, or is it a coast? Obviously, you just make a call, but the larger your hex, the more likely such situations arise. <br /><br />Alas, I have many questions, but patience will answer most of them, I hope, so that is why I stuck to more immediate queries. Jameshttps://www.blogger.com/profile/02846071799831004752noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-18592179520161514942017-05-05T08:57:20.051-06:002017-05-05T08:57:20.051-06:00@James : I don't think there are any hex types...@James : I don't think there are any hex types 1-4 for Tech-Level 5. I think such level of development has, as a prerequisite, higher Tech (organisation, government, infrastructure, etc. I guess ?).<br /><br />As for the hex size, i'm interested as well - although if you think about it, population & symbol production & size are all scalable (however, if your size is small enough, it'll loose meaning).Vlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-21645502788261963562017-05-05T08:05:24.185-06:002017-05-05T08:05:24.185-06:00I will be keeping a close eye on this. I am especi...I will be keeping a close eye on this. I am especially curious as to what the rest of the first chart looks like (for hex types 1-4), and how the entire chart changes at various tech levels.<br /><br />For purposes of coming up with these symbols, what size hexes do you use? 6 mile, or something smaller?Jameshttps://www.blogger.com/profile/04861579076286024841noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-3937875630452038152017-05-04T01:52:39.060-06:002017-05-04T01:52:39.060-06:00Hello Alexis,
Your posts on Tech-5 with Civ-type ...Hello Alexis,<br /><br />Your posts on Tech-5 with Civ-type hex data is a real blast to read, and provide much motivation towards taking up worldbuilding one more time.<br /><br />Again and again, reading you, I feel that you add pieces to a greater whole that could, and should, be made to work on a computer, to generate, populate and manage a world.<br /><br />Gonna read the Köppen Climate Classification, there are pieces there too ...<br /><br />Thanks !Vlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.com