I've finally complete this page:
Personally, I consider it a work of absolute genius ... remembering that every facet of the page depends upon a random generation determined by my infrastructure distribution rules, which in turn are entirely developed out of information on encyclopedia-determined towns and cities, systematically calculated population figures and a distribution of "settlements" that I apply according to GoogleEarth, not my own reckoning.
Thus, the whole system builds and functions spatially in the setting without my personal intervention. I build as the numbers tell me.
Fantastic.
It is a damn good page. I can't wait for a few of the shinier red links to fill in too.
ReplyDeleteLove being able to glance and say "they've got this here, but not this, closest one is a few leagues thataway".
what a wonderful post to wake up to! My players are finally (after a year or so!) figuring out they can go "ANYWHERE" and do "ANYTHING" and more guidance from me, provided by actual "reality" is awesome.
ReplyDeleteO/T: enjoying the map blog as well.
Fantastic, indeed. This is great stuff that I can, and will, apply to my setting. Also read your next post, and seeing how you turn characterizations into hard information for players will continue to inspire me, I'm certain.
ReplyDeleteThank you!
How do you determine arable vs non-arable hexes?
ReplyDeleteShelby,
ReplyDeleteIt's not precise. Hexes without infrastructure (type-8) that are located next to settlements, in naturally forested biomes, are "reserves." They may be arable, but farmers are suspended from using that ground. Chances are, it would be less arable if it were farmed, which would explain why that hex in particular was chosen as a reserve.
On the other hand, if the hex has no infrastructure because it's so remote, such as parts of Africa, Siberia, Australia and so on, then it may be arable, and may not have infrastructure because there's been no settlement there.
Finally, if a non-infrastructure hex appears on a plain, surrounded by other farms, where there's no physical resistance to easily cultivating that land, then the lack of infrastructure indicates the land is too dry, the soil too poor, to be considered arable.
I'm in the process of posting an example of that on the map blog today.
I love this.
ReplyDeleteYou mentioned cultivated and mined hexes, however there is no table for mined hexes. Is the same table to be used ?
The wiki has been updated from the blog post:
ReplyDeletehttps://wiki.alexissmolensk.com/index.php/Hammer_(symbol)