Changes between Version 2 and Version 3 of List:_Maps:_Types:_Semi-Arid


Ignore:
Timestamp:
Nov 8, 2010, 3:34:19 AM (13 years ago)
Author:
Erik Johansson
Comment:

finished formatting

Legend:

Unmodified
Added
Removed
Modified
  • List:_Maps:_Types:_Semi-Arid

    v2 v3  
    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.
     1[[TOC]]
     2
     3= 3.7. Semi-Arid =
     4[[BR]]
     5== Region: ==
     6Represents such as the Mesopotamian or Fertile Crescent river valleys.
     7
     8== Characteristics: ==
     9 * 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.
     10 * 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.
     11 * 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.
     12 * Note that the land “dries out” proceding away from a river.
     13 * 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.
     14 * If there are parallel rivers on the map there are no uplands inbetween.
     15
     16== Typical Semi-Arid type variations: ==
     17 * Fortress
     18 * Nomadic
     19 * Herocide
     20
     21== Packeting Parameters: ==
     22=== Elevation Meshes ===
     23 * Primary (Lowlands).
     24 * Secondary (Midlands).
     25 * Quaternary (Ocean Floor).
     26
     27=== Terrain Textures ===
     28 * DIRT1
     29 * DIRT2
     30 * GRASS7
     31 * SAND1
     32 * SAND2
     33 * FORFLOOR7
     34 * ROAD1
     35 * ROAD2
     36 * WATER1
     37 * WATER2
     38 * WATER3
     39 * RIVER1
     40 * RIVER2
     41 * RIVER3
     42 * RIVER4
     43 * RIVER5
     44 * RIVER6
     45
     46=== Flora Tree Objects ===
     47 * TREE1
     48 * TREE2
     49 * TREE5
     50 * TREE17
     51 * TREE18
     52 * TREE20
     53 * TREE31
     54 * TREE32
     55 * TREE33
     56 * TREE34
     57 * TREE39
     58 * TREE41
     59 * TREE42
     60
     61=== Flora Plant Objects ===
     62 * PLANT1
     63 * PLANT2
     64 * PLANT4
     65 * PLANT5
     66 * PLANT8
     67 * PLANT14
     68 * PLANT18
     69 * PLANT22
     70
     71=== Fauna Objects ===
     72 * ANIMAL3
     73 * ANIMAL4
     74 * ANIMAL6
     75 * ANIMAL9
     76 * ANIMAL14
     77 * ANIMAL16
     78 * ANIMAL17
     79 * ANIMAL18
     80 * ANIMAL21
     81 * ANIMAL26
     82 * ANIMAL27
     83 * ANIMAL29
     84 * ANIMAL30
     85 * ANIMAL31
     86 * ANIMAL34
     87 * ANIMAL35
     88 * ANIMAL39
     89 * ANIMAL41
     90 * ANIMAL42
     91 * ANIMAL43
     92
     93=== Geological Objects ===
     94 * GEOLOGICAL2
     95 * GEOLOGICAL3
     96 * GEOLOGICAL4
     97 * GEOLOGICAL5
     98 * GEOLOGICAL6
     99 * GEOLOGICAL9
     100 * GEOLOGICAL12
     101 * GEOLOGICAL20
     102 * GEOLOGICAL21
     103 * GEOLOGICAL27
     104
     105== Semi-Arid Land types: ==
     106=== 3.7.1. Cradle of Civilisation ===
     107 * Characterised by 2 rivers running from the head of the Persian Gulf northward.
     108 * They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.
     109 * 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.
     110 * 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.
     111 * 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.
     112
     113=== 3.7.2. Syria ===
     114 * A plains and slightly rolling highlands map.
     115 * Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).
     116 * Sort of a cross between Green Arabia and Highland maps in AoK.
     117 * Well balanced in provincial resourcing in accordance with the overall specification for this map category.
     118 * Civ Territories are divided proportionately on the map.
     119
     120== Semi-Arid Water types: ==
     121=== 3.7.3. Fertile Crescent ===
     122 * 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).
     123 * Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).
     124 * 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.
     125 * Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.
     126 * 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.
     127 * 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.
     128 * Civs territorially divided appropriately to the map on either side of and/or between the main river courses.