DD/Terrain/Climate
From Unknown Horizons
This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.
Proposal
Summary
Each climate should look different and offer different conditions for resources - especially different fertility. Here we can collect ideas about what to implement for each of those climates graphically (including specific ambient sound effects). For fertility proposals a complete list of possible cultivation would be needed.
Climates might be: (looked up the terms)
Overview
| [A] | Climate Peoples | Look&Feel | Resources |
|---|---|---|---|
P | subpolar region Inuit | snowy and icy, some mountains, shingly ground, small scrubs, trees, icebergs and floes in the water (treated as unpassable for units) | stones, marble (?) coal fish, whales wood, crops |
N | tundra Nomads [1] | rugged ground and shore, snowy mountains, vast number of conifers, steppe grass of poor growth several lakes | wood clay, coal, ores honey fish |
T | temperate zone Gypsies | done already | nearly all crops, fish clay, iron ore, salt (?) |
M | mediterranean, subtropes American Indian |
| |
J | tropes Aztecs | Mostly Jungle, lakes and hills here and there, | wood gold ore tobacco, spices |
D | desert Desert Nomads | Sandy soil, brownstone pillars, sand drifts, cliffs and canyons, hills, water is scarce | gold ore, raw diamonds
|
Climates listed from North to South. Bold resources are unique to this particular region. Red highlighted resources or tiles are, in contrast to other regions, not found there. [A] Abbreviation which may be used in DD or comments/specifications (always with backlink).
Implementation related notes
- Resource deposits have to be spread over the island tiles depending on the availability within the climate
- Fertility has to be set for each climate
Basically all climates contain the same parameters, but with different values.
Depending on the way the map editor generates a game map - respectively depending on how the map editor generates the islands - there are two ways climates can be set upon a map:
- The climates are set up for islands. Means every island has its own climate.
- The climates are set up in dynamically generated tile spaces. An island could have more than one climate zones with only graphical transitions from one zone to another.
- Script places climate zones into world.
- Depending on available climates other scripts have to consider quantity and typ of other things they place into world.
Workings
Before the map is generated the gamer might get the option to decide which climates are used for map generation and which are ignored.
Graphical content
Image sets for each climate containing images for:
- ground tiles
- vegetation
- animals
- resource deposits (?) (woods are covered by vegetation)
- people
- perhaps units (only partially)
- perhaps buildings (only partially)
Audio content
As far as ambience sounds are used they might differ from climate to climate.
Open questions
| Open question: How should the climates be generated by the map editor? dauerflucher 18:06, 27 September 2007 (CEST) |
| Suggestion: From the programmers point of view, it would be much easier to have only one climate per island. Yonibear 22:40, 27 September 2007 (CEST) |
| Open question: Which climate should be worked on first and consequently go into first milestone? dauerflucher 18:06, 27 September 2007 (CEST) |
| Suggestion: I would suggest moderate Zone to be the first climate beeing worked on. dauerflucher 18:17, 27 September 2007 (CEST) |
Phasing
General
One climate zone has to appear in the first milestone.

