![]() ![]() If center area elevation is more than 2,000 feet higher than surrounding areas, put a hill or mountain (>2,000=hill, >3,000=mountain) in the middle instead of land cover tile. Compare elevation of center micro area to surrounding micro areas. If micro area is 3x3, then macro area is 9x9. The only reason to do relative elevation would be to avoid using actual elevation (to have -fewer- hills and mountains and thus less unpleasant terrain resulting in faster game-play.) Split image into macro and micro areas: macro area is 3x size of micro area. Game-play would likely be -slower- (less food for growth in all areas of high-elevation, more irrigation obstacles, less trade, better defense against attacks.) The Freeciv map terrain would be more rugged, less pleasant. Areas of moderate elevation would be hills. That method would produce a Freeciv map which accurately conveys elevation globally. The elevation issue is still the same as it was in my prior post isn't it? In my view there are four land tiles which inherently indicate elevation: mountain, hill, plains, grassland. Your tst.png image as Adams world in a square 2 at 15000 pixel width -> Non-rectangular projections require a much larger target size to maintain actual image dimensions. TSL Mediterranean: Civilizations start the location of their historic capital on the large Mediterranean map.^ I'm not sure what is meant by "shapes"? Projections? GProjector scales input size to desired output size. TSL Earth Huge: Civilizations start at the location of their historical capital on the huge Earth map. ![]() Mediterranean Large Map: A large map of the greater Mediterranean region with resources, terrain, and features reflecting their historic locations.Įarth Huge Map: A larger sized representation of Earth with resources, terrain, and features reflecting their historic locations. Unique units now replacing this unit: French Garde Imperiale and English Redcoat. ![]() Unique units that will upgrade into this unit: Spanish Conquistador and Ottoman Janissary. Line Infantry: Industrial Era Musketman upgrade. Unique units now replacing this unit: Norwegian Berserker, Japanese Samurai, and Georgian Khevsur. Unique units that will upgrade into this unit: Roman Legion, Kongolese Ngao Mbeba, Macedon Hypaspist, Persian Immortal, Maori Toa, and Gallic Gaesatae. Man-At-Arms: Medieval Era Swordsman upgrade. Units now replacing this unit: Khmer Domrey. Cannot move and attack on the same turn unless theyâve earned the Expert Crew Promotion. Trebuchet: Medieval Era Catapult upgrade. The following are the important new additions to the game: You can find the full list of Civ 6 patch notes from April 22 right here. NEW: Aspyr Media is Reportedly Working on a New KOTOR Remake.Here's what you need to know about the Civ 6 patch notes from April 22. ![]() Now the final update is here and with it come the long laundry list of patch notes. Teased earlier this month, the update is set to be "the biggest community update event ever" according to a developer in the teaser update video. Today, Civ 6 got its final free update before the developers move on to work on something new. Along with being an overall solid strategy game, much of its praise comes due to its continued support and free major updates. Fans of the Civilization series champion Civ 6 as one of the best in the franchise. ![]()
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