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


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Timestamp:
2010-11-08 02:34:19 (3 years ago)
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feneur
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finished formatting

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  • 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.