- Proposal 20 - World Creation

- Proposal 20 - 8 Oct 1998

Joseph W. DeVincentis

World Creation

Due: 12 Oct 1998

Amend Rule 21, "The World", by replacing "[Insert stuff here]" with "The world is toric, topologically; hexes on an edge are considered adjacent to the appropriate hexes on the opposite edge."

{Note: I don't think we need that insertion reminder any more.}

Create Rule 9, entitled "Dice", reading "Whenever the rules refer to some quantity as dN or MdN, where M and N are integers or expressions that evaluate to integers, that quantity will be determined each time the rule applies. For dN, a number between 1 and N is chosen randomly. For MdN, the sum of M numbers is chosen, each number determined as dN.

Whenever something is to be chosen randomly, one result is chosen from the allowable ones with each having equal probability, unless a rule"

Amend Rule 21.3.2, "Terrain, Types of" by changing "Craigs" to "Crags".

Create Rule 21.4, named "World Creation", with the following text:

"When the game begins, a new world map is created as follows:

a) W is set to 2 times (40 + d20), and H is set to 80 + d40. A is set to W times H.

b) An empty grid of hexes is constructed as follows: Two hexes are placed with two edges of each aligned horizontally, such that they share one edge and one is to the right and below the other. W/2 copies of this pair are placed side-by-side, to form a staggered row of hexes W hexes long. H copies of this row are placed in a column.

c) The altitude of each hex is set to -2. L is set to (A/2 rounded down) + HdW. P is set to L/16 rounded down.

d) This is performed P times: a hex is chosen at random; its altitude is increased by 2, and each adjacent hex's altitude is increased by 1.

e) This is performed P times: a hex is chosen at random from among those which currently have an altitude of -1 or greater; its altitude is increased by 2, and each adjacent hex's altitude is increased by 1.

f) This is performed L times: a hex is chosen at random from among those which currently have altitude of -1 or greater; its altitude is increased by 1, and the altitude of each adjacent hex with altitude less than 0 and no more than 1 different from the chosen hex is increased by 1.

g) Each hex with altitude -2 is assigned the Deep Sea terrain type. Each hex with altitude -1 is assigned the Shallow Sea terrain type. All other hexes are designated land hexes.

h) For each land hex with altitude 0 and no adjacent land hexes, if d2 equals 1, that hex is assigned to the Reef terrain type and ceases to be a land hex. Each non-Reef hex with altitude 0 which is adjacent to a Shallow Sea or Deep Sea hex is assigned the Plains terrain type and is designated a coastline hex.

i) Each hex with altitude 5 or greater is assigned the Mountain terrain
type. Each hex with altitude 4 is assigned the Hill terrain type. Each
hex with altitude 2, 3, or 4 which is adjacent to a Mountain or Hill hex
is assigned the Hill terrain type.

Each hex with the same altitude as an adjacent Hill hex is assigned
the Hill terrain type; this is repeated until no such hexes remain.

j) [The remaining hexes should be assigned Plains, Forest, Jungle, Swamp, Tundra, Crags, Arctic, Bridge, River Water, and Rapids Water terrain types. Somebody else who comes up with interesting ways to assign these terrain types (in some cases, overwriting other assigned types, especially for rivers) should add such procedures here. In addition, terrain modifiers and castles and players' starting hexes should be assigned.]

[All the numbers in this proposal are intended to be adjustable, so
if

anybody thinks this procedure makes too much land, too little land,
too

closely-bunched land, too sparsely-spread land, bad terrain types,
or

whatever is welcome to adjust numbers appropriately.]"

Once again, blantant plagerism of Duncan Richer's (dcr24@cam.ac.uk) page design.