Regionality

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Regionality

Postby Sarge » Fri May 28, 2010 1:49 pm

Note: Work in progress

As I have mentioned a number of times before I believe that trade can only truelly work if there is genuine creation of sully and demand and I truely believe that regionality is the key to the solution.

I have drawn up just a couple of basics on how I believe this can work and hope that it sparks discussion.

WALL OF TEXT COMING

Map set up
Mapgen climate zones with defined temperature ranges, e.g.:
Freezing: minus 10 - 0C (~10% of map)
Cold: 1 - 10C (~20% of map)
Moderate: 11 - 20C (~40% of map)
Warm: 21 – 30C (~20% of map)
Hot: 31 – 40C (~10% of map)

Cold can only be bordered by Freezing & Moderate etc. (think Dwarf Fortress mapgen)

Temperatures needs to increase/reduce in a way of invisible nodes (like q nodes) or per area map etc. in order to enable some of the below

Resources
Soil Types

• Sandy
• Silty
• Clay
• Loamy
• Peaty
• Chalky

Allocate soil types to temperature ranges in order to allocate probability ranges for soil types to occur per climate zone. These ranges would need to be wider than and or have multiple temperature ranges, in order to allow soil types to occur in more than one climate category.

Allocate crop types that can be cultivated per soil type, with most crops enabled on more than one soil type, but each soil-type-crop-type having a different maturity rate % from the base/standard maturity rate.

E.g. silty-carrots 135%, but loamy-carrots 75%

Some crop types, like wheat, may need to be able to grow in every climate category, either by enabling it for all soil types, or ensuring that all wheat cultivatable soil types can be found in every climate category, but taking care that every climate category has a number of crop types that cannot be cultivated.

Refer thread “Pedology (soil study)

Fauna & Flora
Allocate fauna & flora types to climate categories. Again, some types may be found everywhere, some found in more than one, but some only in a single category.

Minerals
Allocate minerals to climate categories. Yes, allocation per soil type is more obvious, but it seems so much simpler to allocate per climate category.

Example table (clearly incomplete)
Image


More
There are definitely not enough resource types atm to cater for regionality, so here are a couple more tables with a handful ideas of extra items that can be created through adding additional fauna and flora as well as an idea on water for Freezing climate to stimulate thinking.

Image

Image
factnfiction101 wrote:^I agree with this guy.
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Re: Regionality

Postby Brickbreaker » Fri May 28, 2010 3:43 pm

Any form of regionality is good. And I believe this idea would truly stimulate trade, and it's a nice way to give hunters a chance in the market since animals would
be regional too.

btw bananas and coconuts in Europe? :?
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Re: Regionality

Postby Sarge » Fri May 28, 2010 4:24 pm

Brickbreaker wrote:btw bananas and coconuts in Europe? :?


Yeah, I had to steer away from reality just to bring the concept accross - I sourced those purely from researching suitable crops for sandy soil and warm to hot climates. Just examples.
factnfiction101 wrote:^I agree with this guy.
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Re: Regionality

Postby DatOneGuy » Fri May 28, 2010 4:27 pm

Very nicely thought out. Some of the choices seem a bit tropical, perhaps very 'out of theme' with the game, but considering the current lack of climates, who knows!
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Re: Regionality

Postby Thijssnl » Fri May 28, 2010 4:39 pm

Maybe these are something as well?

Freezing-5
Cold-15
Moderate-60
Warm-15
Hot-5

Or

10
15
50
15
10

or

5
10
70
10
5...

Etc?
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Re: Regionality

Postby Sarge » Fri May 28, 2010 7:17 pm

Sure, any of those are workable. All in OP are just examples. It is also hugely incomplete (stating the obvious), I am merely trying to illustrate the concept.
factnfiction101 wrote:^I agree with this guy.
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Re: Regionality

Postby Griegor » Fri May 28, 2010 8:45 pm

This idea is pure win. I would submit however that metal content should be based on terrain type and not temperature. Obviously gold should be more common around mountains and rivers. Copper and silver should be more common around mudflats and mountains and should usually be close to one another. Iron should be available anywhere except grasslands. Tin should be avaiable in forests and grasslands and mudflats. Somtimes close to mountains.

Things like that.
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Re: Regionality

Postby Brickbreaker » Fri May 28, 2010 9:34 pm

I would prefer gold and iron mines be found in the harsher, more craggy areas of the map, this way metal would be traded even more for
other resources.
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Re: Regionality

Postby ThirdEmperor » Fri May 28, 2010 10:33 pm

I would prefer deserts to tropical beachs. It's hard to take a game about Slavic myths seriously when your eating coconuts on a beach.
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Re: Regionality

Postby DatOneGuy » Fri May 28, 2010 10:56 pm

ThirdEmperor wrote:I would prefer deserts to tropical beachs. It's hard to take a game about Slavic myths seriously when your eating coconuts on a beach.

Make only 2~3 regions have tropical beaches.

Endgame bliss, everyone wants it. fight for your right to chill on a beach.
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