Changes between Version 1 and Version 2 of List:_Maps:_Types:_Semi-Arid


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Timestamp:
Jul 10, 2009, 10:24:05 PM (15 years ago)
Author:
Erik Johansson
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  • List:_Maps:_Types:_Semi-Arid

    v1 v2  
    1 List: Maps: Types: Semi-Arid
    2 
    3 3.7. Semi-Arid
    4 
    5 * Region: Represents such as the Mesopotamian or Fertile Crescent river valleys.
    6 
    7 * Characteristics:
    8 - This map has all the characteristics of Desert except that it is a better watered map, therefore greener, and it rains more frequently in summer to include infrequently in winter.
    9 - Usually better endowed with forest trees and animals and somewhat lesser endowed with stone, this map is very well endowed with ore making it a 'rich' land.
    10 - Nor will this map have a lot of cliffs and canyons on it but instead broad river courses running through semi-arid lands and much land that is amenable to farming for some distance from fresh water courses.
    11 - Note that the land “dries out” proceding away from a river.
    12 - Also note that Semi-Arid biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it.
    13 - If there are parallel rivers on the map there are no uplands inbetween.
    14 
    15 * Typical Semi-Arid type variations:
    16 *Fortress
    17 *Nomadic
    18 *Herocide
    19 
    20 * Packeting Parameters:
    21 *Elevation Meshes
    22 - Primary (Lowlands).
    23 - Secondary (Midlands).
    24 - Quaternary (Ocean Floor).
    25 *Terrain Textures
    26 - DIRT1
    27 -DIRT2
    28 - GRASS7
    29 - SAND1
    30 - SAND2
    31 - FORFLOOR7
    32 - ROAD1
    33 - ROAD2
    34 - WATER1
    35 - WATER2
    36 - WATER3
    37 - RIVER1
    38 - RIVER2
    39 - RIVER3
    40 - RIVER4
    41 - RIVER5
    42 - RIVER6
    43 *Flora Tree Objects
    44 - TREE1
    45 - TREE2
    46 - TREE5
    47 - TREE17
    48 - TREE18
    49 - TREE20
    50 - TREE31
    51 - TREE32
    52 - TREE33
    53 - TREE34
    54 - TREE39
    55 - TREE41
    56 - TREE42
    57 *Flora Plant Objects
    58 - PLANT1
    59 - PLANT2
    60 - PLANT4
    61 - PLANT5
    62 - PLANT8
    63 - PLANT14
    64 - PLANT18
    65 - PLANT22
    66 *Fauna Objects
    67 - ANIMAL3
    68 - ANIMAL4
    69 - ANIMAL6
    70 - ANIMAL9
    71 - ANIMAL14
    72 - ANIMAL16
    73 - ANIMAL17
    74 - ANIMAL18
    75 - ANIMAL21
    76 - ANIMAL26
    77 - ANIMAL27
    78 - ANIMAL29
    79 - ANIMAL30
    80 - ANIMAL31
    81 - ANIMAL34
    82 - ANIMAL35
    83 - ANIMAL39
    84 - ANIMAL41
    85 - ANIMAL42
    86 - ANIMAL43
    87 *Geological Objects
    88 - GEOLOGICAL2
    89 - GEOLOGICAL3
    90 - GEOLOGICAL4
    91 - GEOLOGICAL5
    92 - GEOLOGICAL6
    93 - GEOLOGICAL9
    94 - GEOLOGICAL12
    95 - GEOLOGICAL20
    96 - GEOLOGICAL21
    97 - GEOLOGICAL27
    98 
    99 Semi-Arid Land types:
    100 3.7.1. Cradle of Civilisation
    101 
    102 - Characterised by 2 rivers running from the head of the Persian Gulf northward.
    103 - They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.
    104 - Marshy near the end of the gulf where the 2 rivers come together with some shallows crossings, permitting access to either of the 3 landmasses.
    105 - Civs divided to either side of the rivers with the land between the rivers leaving a 'no man's land' initially belonging to no one.
    106 - There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
    107 3.7.2. Syria
    108 
    109 - A plains and slightly rolling highlands map.
    110 - Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).
    111 - Sort of a cross between Green Arabia and Highland maps in AoK.
    112 - Well balanced in provincial resourcing in accordance with the overall specification for this map category.
    113 - Civ Territories are divided proportionately on the map.
    114 
    115 Semi-Arid Water types:
    116 3.7.3. Fertile Crescent
    117 
    118 - Essentially the same map as Cradle of Civilisation except that numerous canals branch off of the two rivers running in roughly parallel stems 'downriver' bringing even more land into that which is highly desirable for farming (pushing the desert frontier back further away from the rivers).
    119 - Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).
    120 - Though the main rivers are broad enough to support any ships manoeuver the canals are narrow and only support the passage of the smallest ships, e.g., merchantman and bireme.
    121 - Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.
    122 - Shallows do also exist crossing the marshlands at the lower portion of the map just at where the 2 rivers come together to open onto the northern end of the Persian Gulf.
    123 - There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
    124 - Civs territorially divided appropriately to the map on either side of and/or between the main river courses.
     1'''3.7. Semi-Arid'''[[BR]][[BR]]* '''__Region:__''' Represents such as the Mesopotamian or Fertile Crescent river valleys.[[BR]][[BR]]* '''__Characteristics:__'''[[BR]]- This map has all the characteristics of Desert except that it is a better watered map, therefore greener, and it rains more frequently in summer to include infrequently in winter.[[BR]]- Usually better endowed with forest trees and animals and somewhat lesser endowed with stone, this map is very well endowed with ore making it a 'rich' land.[[BR]]- Nor will this map have a lot of cliffs and canyons on it but instead broad river courses running through semi-arid lands and much land that is amenable to farming for some distance from fresh water courses.[[BR]]- Note that the land “dries out” proceding away from a river.[[BR]]- Also note that ''Semi-Arid'' biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it.[[BR]]- If there are parallel rivers on the map there are no uplands inbetween.[[BR]][[BR]]* '''__Typical Semi-Arid type variations__:'''[[BR]]'''*''Fortress'''''[[BR]]'''*''Nomadic'''''[[BR]]'''*''Herocide'''''[[BR]][[BR]]* '''__Packeting Parameters__:'''[[BR]]'''*''Elevation Meshes'''''[[BR]]- Primary (Lowlands).[[BR]]- Secondary (Midlands).[[BR]]- Quaternary (Ocean Floor).[[BR]]'''*''Terrain Textures'''''[[BR]]- DIRT1[[BR]]-DIRT2[[BR]]- GRASS7[[BR]]- SAND1[[BR]]- SAND2[[BR]]- FORFLOOR7[[BR]]- ROAD1[[BR]]- ROAD2[[BR]]- WATER1[[BR]]- WATER2[[BR]]- WATER3[[BR]]- RIVER1[[BR]]- RIVER2[[BR]]- RIVER3[[BR]]- RIVER4[[BR]]- RIVER5[[BR]]- RIVER6[[BR]]'''*''Flora Tree Objects'''''[[BR]]- TREE1[[BR]]- TREE2[[BR]]- TREE5[[BR]]- TREE17[[BR]]- TREE18[[BR]]- TREE20[[BR]]- TREE31[[BR]]- TREE32[[BR]]- TREE33[[BR]]- TREE34[[BR]]- TREE39[[BR]]- TREE41[[BR]]- TREE42[[BR]]'''*''Flora Plant Objects'''''[[BR]]- PLANT1[[BR]]- PLANT2[[BR]]- PLANT4[[BR]]- PLANT5[[BR]]- PLANT8[[BR]]- PLANT14[[BR]]- PLANT18[[BR]]- PLANT22[[BR]]'''*''Fauna Objects'''''[[BR]]- ANIMAL3[[BR]]- ANIMAL4[[BR]]- ANIMAL6[[BR]]- ANIMAL9[[BR]]- ANIMAL14[[BR]]- ANIMAL16[[BR]]- ANIMAL17[[BR]]- ANIMAL18[[BR]]- ANIMAL21[[BR]]- ANIMAL26[[BR]]- ANIMAL27[[BR]]- ANIMAL29[[BR]]- ANIMAL30[[BR]]- ANIMAL31[[BR]]- ANIMAL34[[BR]]- ANIMAL35[[BR]]- ANIMAL39[[BR]]- ANIMAL41[[BR]]- ANIMAL42[[BR]]- ANIMAL43[[BR]]'''*''Geological Objects'''''[[BR]]- GEOLOGICAL2[[BR]]- GEOLOGICAL3[[BR]]- GEOLOGICAL4[[BR]]- GEOLOGICAL5[[BR]]- GEOLOGICAL6[[BR]]- GEOLOGICAL9[[BR]]- GEOLOGICAL12[[BR]]- GEOLOGICAL20[[BR]]- GEOLOGICAL21[[BR]]- GEOLOGICAL27[[BR]][[BR]]'''__Semi-Arid Land types__:'''[[BR]]'''''3.7.1. Cradle of Civilisation'''''[[BR]][[BR]]- Characterised by 2 rivers running from the head of the Persian Gulf northward.[[BR]]- They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.[[BR]]- Marshy near the end of the gulf where the 2 rivers come together with some shallows crossings, permitting access to either of the 3 landmasses.[[BR]]- Civs divided to either side of the rivers with the land between the rivers leaving a 'no man's land' initially belonging to no one.[[BR]]- There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.[[BR]]'''''3.7.2. Syria'''''[[BR]][[BR]]- A plains and slightly rolling highlands map.[[BR]]- Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).[[BR]]- Sort of a cross between Green Arabia and Highland maps in AoK.[[BR]]- Well balanced in provincial resourcing in accordance with the overall specification for this map category.[[BR]]- Civ Territories are divided proportionately on the map.[[BR]][[BR]]'''__Semi-Arid Water types__:'''[[BR]]'''''3.7.3. Fertile Crescent'''''[[BR]][[BR]]- Essentially the same map as Cradle of Civilisation except that numerous canals branch off of the two rivers running in roughly parallel stems 'downriver' bringing even more land into that which is highly desirable for farming (pushing the desert frontier back further away from the rivers).[[BR]]- Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).[[BR]]- Though the main rivers are broad enough to support any ships manoeuver the canals are narrow and only support the passage of the smallest ships, e.g., merchantman and bireme.[[BR]]- Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.[[BR]]- Shallows do also exist crossing the marshlands at the lower portion of the map just at where the 2 rivers come together to open onto the northern end of the Persian Gulf.[[BR]]- There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.[[BR]]- Civs territorially divided appropriately to the map on either side of and/or between the main river courses.