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Offline X-Points East

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TERRAIN
« on: August 29, 2014, 09:43:53 pm »
OoC:

Suggestion:

TERRAIN
Maximum
Province Level
MPL
Modifier
Growth Rate
Multiplier
GRM
Modifier
Maximum
Source Potential
Overland Movement
(H / R / T)
Terrain
Category
Swamp
2
-2
11
+2
9
2 / 5 / 5
Forbidding
Tundra
3
-1
10
+1
8.5
1 / 3 / 5
Forbidding
Ancient Forest
4
-1
9
+1
8
1 / 3 / 5
Forbidding
Primaeval Jungle
3
-1
10
+1
8.5
1 / 3 / 5
Forbidding
Barrens
2
-2
11
+2
9
2 / 5 / 5
Forbidding

Marsh
4
-1
9
+1
8
2 / 4 / 4
Very Rugged
Taiga
5
—
8
—
7.5
1 / 3 / 4
Very Rugged
Forest
6
—
7
—
7
1 / 3 / 4
Very Rugged
Jungle
5
—
8
—
7.5
1 / 3 / 4
Very Rugged
Desert
4
-1
9
+1
8
2 / 4 / 4
Very Rugged

Bog
5
—
8
—
7.5
1 / 2 / 3
Rugged
Bosks
6
—
7
—
7
1 / 2 / 3
Rugged
Woods
7
—
6
—
6.5
1 / 2 / 3
Rugged
Savanna
6
—
7
—
7
1 / 2 / 3
Rugged
Semi-Desert
5
—
8
—
7.5
1 / 2 / 3
Rugged

Heath
6
—
7
—
7
.5 / 1 / 2
Clear
Prairie
7
—
6
—
6.5
.5 / 1 / 2
Clear
Plains
8
—
5
—
6
.5 / 1 / 2
Clear
Veld
7
—
6
—
6.5
.5 / 1 / 2
Clear
Steppe
6
—
7
—
7
.5 / 1 / 2
Clear

Moor
5
—
8
—
7.5
2 / 3 / 4
Rugged (Elevated)
Uplands
6
—
7
—
7
2 / 3 / 4
Rugged (Elevated)
Hills
7
—
6
—
6.5
2 / 3 / 4
Rugged (Elevated)
Highveld
6
—
7
—
7
2 / 3 / 4
Rugged (Elevated)
Mesas
5
—
8
—
7.5
2 / 3 / 4
Rugged (Elevated)

Highlands
4
-1
9
+1
8
3 / 5 / 5
Very Rugged (Elevated)
Low Bens
5
—
8
—
7.5
2 / 4 / 5
Very Rugged (Elevated)
Low Mountains
6
—
7
—
7
2 / 4 / 5
Very Rugged (Elevated)
Low Bergs
5
—
8
—
7.5
2 / 4 / 5
Very Rugged (Elevated)
Rocky Desert
4
-1
9
+1
8
3 / 5 / 5
Very Rugged (Elevated)

Glaciers
2
-2
11
+2
9
4 / 7 / 7
Forbidding (Elevated)
Medium Bens
3
-1
10
+1
8.5
3 / 5 / 7
Forbidding (Elevated)
Medium Mountains
4
-1
9
+1
8
3 / 5 / 7
Forbidding (Elevated)
Medium Bergs
3
-1
10
+1
8.5
3 / 5 / 7
Forbidding (Elevated)
Badlands
2
-2
11
+2
9
4 / 7 / 7
Forbidding (Elevated)

Icecap
0
-3
13
+3
10
5 / 8 / 8
Very Forbidding (Elevated)
High Bens
1
-2
12
+2
9.5
4 / 6 / 8
Very Forbidding (Elevated)
High Mountains
2
-2
11
+2
9
4 / 6 / 8
Very Forbidding (Elevated)
High Bergs
1
-2
12
+2
9.5
4 / 6 / 8
Very Forbidding (Elevated)
Volcanoes
0
-3
13
+3
10
5 / 8 / 8
Very Forbidding (Elevated)

* Each province has a primary terrain, which determines the base MPL and the base GRM of that province.

** Each province may have, at maximum, two types of secondary terrain, which may modify the base MPL and the base GRM of that province:  sets of MPL/GRM modifiers from two types of secondary terrain do not stack; and, when such sets differ, the most disadvantageous set of modifiers applies, to a limit of the base MPL/GRM figures of the most disadvantageous type of secondary terrain present.

*** The base MSP in a province without secondary terrain is the MSP (rounded down to the nearest integer) associated with its primary terrain; in provinces with secondary terrain, the base MSP is the highest MSP (again, rounded down to the nearest integer) associated with any terrain present, with one caveat:  the MSP of any secondary terrain counts as if it were one category (or 0.5 point) lower than its standard rating.
« Last Edit: October 17, 2014, 09:28:43 pm by X-Points East »

Offline X-Points East

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Re: TERRAIN
« Reply #1 on: August 31, 2014, 08:09:53 pm »
OoC:

In the context of TERRAIN:

Related Terrain Array:

WET
COLD
TEMPERATE
HOT
DRY
Swamp
||
Tundra
||
Ancient Forest
||
Primaeval Jungle
||
Barrens
Marsh
||
Taiga
||
Forest
||
Jungle
||
Desert
Bog
||
Bosks
||
Woods
||
Savanna
||
Semi-Desert
Heath
||
Prairie
||
Plains
||
Veld
||
Steppe
Moor
||
Uplands
||
Hills
||
Highveld
||
Mesas
Highlands
||
Low Bens
||
Low Mountains
||
Low Bergs
||
Rocky Desert
Glaciers
||
Medium Bens
||
Medium Mountains
||
Medium Bergs
||
Badlands
Icecap
||
High Bens
||
High Mountains
||
High Bergs
||
Volcanoes
« Last Edit: September 28, 2014, 09:57:28 am by X-Points East »

Offline DM B

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Re: TERRAIN
« Reply #2 on: September 01, 2014, 02:43:54 pm »
Could you explain the layout of the bottom array?
DM Bjørn

Offline X-Points East

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Re: TERRAIN
« Reply #3 on: September 15, 2014, 11:39:57 am »
OoC:

In the context of TERRAIN:

Related MPL Array:

WET
COLD
TEMPERATE
HOT
DRY
2/-2
||
3/-1
||
4/-1
||
3/-1
||
2/-2
4/-1
||
5
||
6
||
5
||
4/-1
5
||
6
||
7
||
6
||
5
6
||
7
||
8
||
7
||
6
5
||
6
||
7
||
6
||
5
4/-1
||
5
||
6
||
5
||
4/-1
2/-2
||
3/-1
||
4/-1
||
3/-1
||
2/-2
0/-3
||
1/-2
||
2/-2
||
1/-2
||
0/-3

Related GRM Array:

WET
COLD
TEMPERATE
HOT
DRY
11/+2
||
10/+1
||
9/+1
||
10/+1
||
11/+2
9/+1
||
8
||
7
||
8
||
9/+1
8
||
7
||
6
||
7
||
8
7
||
6
||
5
||
6
||
7
8
||
7
||
6
||
7
||
8
9/+1
||
8
||
7
||
8
||
9/+1
11/+2
||
10/+1
||
9/+1
||
10/+1
||
11/+2
13/+3
||
12/+2
||
11/+2
||
12/+2
||
13/+3

Related MSP Array:

WET
COLD
TEMPERATE
HOT
DRY
9
||
8.5
||
8
||
8.5
||
9
8
||
7.5
||
7
||
7.5
||
8
7.5
||
7
||
6.5
||
7
||
7.5
7
||
6.5
||
6
||
6.5
||
7
7.5
||
7
||
6.5
||
7
||
7.5
8
||
7.5
||
7
||
7.5
||
8
9
||
8.5
||
8
||
8.5
||
9
10
||
9.5
||
9
||
9.5
||
10
« Last Edit: September 21, 2014, 09:28:00 am by X-Points East »

Offline X-Points East

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Re: TERRAIN
« Reply #4 on: September 19, 2014, 10:57:04 am »
OoC:

In the context of TERRAIN, provincial climatic entries are unnecessary, as provincial climate is rather subsumed within the various types of provincial terrain.
« Last Edit: September 29, 2014, 10:58:39 am by X-Points East »

Offline X-Points East

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Re: TERRAIN
« Reply #5 on: September 21, 2014, 09:26:49 am »
OoC:

In the context of TERRAIN, standard provincial features have no impact on maximum source potential.

Offline X-Points East

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Roadways
« Reply #6 on: October 02, 2014, 09:28:31 pm »
OoC:

In the context of TERRAIN and the construction action, here follows a suggestion. . . .

Roadways
     DDC:  10.
     Build Cost:  3 GB x Trackless Movement Cost.
     The extra cost associated with rugged/forbidding terrain is waived, as it is assumed to be covered in the above calculation.  Extra cost for remote/very remote provinces applies normally.
     Example:  Improving a system of roads in a remote hills province costs 18 GB.  [3 x 4 x 1.5 = 18.]
     Upkeep:  0.375 GB/turn in very remote provinces {0}; 0.25 GB/turn in remote provinces {1-3}; 0.125 GB/turn in semi-remote provinces {4-6}; 0 GB/turn in civilised provinces {7+}.
     Benefits:  The target province is assumed to have a system of quality roads, such as those found in a civilised province.  There is no need to build extensions of roadways within a given province, as a single roadways structure is assumed to reach various parts thereof.
     Special:  If a province {7+} with the roadways structure drops below the civilised tier, the structure remains intact, with structural upkeep appropriate to the lower province level.
« Last Edit: October 02, 2014, 09:36:15 pm by X-Points East »

Offline X-Points East

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Highway
« Reply #7 on: October 02, 2014, 09:28:49 pm »
OoC:

In the context of TERRAIN and the construction action, here follows a suggestion. . . .

Highway
     DDC:  15.
     Build Cost:  6 GB x Trackless Movement Cost.
     The extra cost associated with rugged/forbidding terrain is waived, as it is assumed to be covered in the above calculation.  Extra cost for remote/very remote provinces applies normally.
     Example:  Building an highway in a remote hills province costs 36 GB.  [6 x 4 x 1.5 = 36.]
     An extension of an highway can be built for one-half of the standard build cost.
     Upkeep:  0.875 GB/turn in very remote provinces {0}; 0.75 GB/turn in remote provinces {1-3}; 0.625 GB/turn in semi-remote provinces {4-6}; 0.5 GB/turn in civilised provinces {7+}.
     Add 0.25 GB/turn for each highway extension.
     Benefits:  A great highway spans the province, reaching two neighbouring provinces (unless the province with the highway borders less than two provinces).  Highway extensions may be built, too, in order to link the main highway to additional neighbours.
     Special:  Work on an highway extension requires a separate construction action.