Testing Series VI: Balancing Many Continents

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  • Опубликовано: 17 окт 2024
  • DISCORD INVITE LINK: / discord
    Happy Easter to everyone who celebrates! ❤️
    There I am, back again, with another simulation on a new map! As I mentioned last week, we're in balance mode at the moment. I've got some plans for the future, but I don't really have time to make any big changes to the simulation at the moment and for a few months at least. Instead, I'm just tinkering with the balance. I think with this simulation, culture is in a good spot for now. Alliances and Federations are still too prevalent, but getting better.
    I think the map is a very fun one, and I'll definitely be revisiting it again sometime!
    Music credits:
    Army Of The Dead by Alexander Nakarada
    Free download: filmmusic.io/s...
    License (CC BY 4.0): filmmusic.io/s...
    Mellow Romantic Piano by MusicLFiles
    Free download: filmmusic.io/s...
    License (CC BY 4.0): filmmusic.io/s...

Комментарии • 13

  • @arandomperson1621
    @arandomperson1621 6 месяцев назад +2

    Are there new colors as well? They seem more vibrant.

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад

      Thanks! I don't remember if there was something new specifically for this video, but I have been trying to improve the map visuals as much as I can!

  • @GlaxAScrimus
    @GlaxAScrimus 6 месяцев назад +3

    Trying with an Earth map would be epic !

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад +3

      Thanks! I've done that in the past, but my old Earth map wouldn't work for the new simulation. 😓 At some point I'll try and get a new Earth Map working on the present simulation, but it might take a lot of work. ❤ (Getting geography data is easy, but getting good river and climate data in the format I need has been very difficult...)

    • @n0n4me77
      @n0n4me77 6 месяцев назад +1

      @@FWHSimulator I've noticed this with the world generator, I used an earth heightmap with earth-like settings and the biomes were quite oddly placed. I'm sure you'll be able to fix it.

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад

      @@n0n4me77 Yeah, I would probably need to manually program something which can project an accurate real life climate map for Earth onto an Earth-heightmap. That's something that's entirely doable, just very labor intensive.
      Making the world generator was, imo, a great improvement to the fantasy worlds. But it also means it's even harder for me to try and manually make something which has the same format and data as the world's produced by the generator. 😆

  • @n0n4me77
    @n0n4me77 6 месяцев назад +1

    Great as always.

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад

      Thank you! Thank you for watching!!!

  • @Синдромпоискаглубиннойбессмысл

    That's interesting to me. Does the landscape influence how military operations between states are conducted? If so, does the AI take this into account? Or on what basis are neighbors chosen who can be attacked? How do military operations in a simulation generally work?

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад +1

      Military matters are highly abstracted, to be honest. The basis is just a dice roll between attacker and defender military power. Climate and other factors related to the tile being contested can give defenders a bonus. Who gets attacked is a matter of diplomacy, which is largely governed by the policy of the ruler (aggressive, defensive, or pacifist) and the cultural similarity between the states (represented by how similar their colors are on the culture map you see at the end).

    • @Синдромпоискаглубиннойбессмысл
      @Синдромпоискаглубиннойбессмысл 6 месяцев назад +1

      @@FWHSimulator Thank you)

  • @andreasgrosse2766
    @andreasgrosse2766 6 месяцев назад

    The tiles take alot of time to colonize the map, i think it would be better for tiles to spread faster

    • @FWHSimulator
      @FWHSimulator  6 месяцев назад

      The more 'active' tiles there are, the slower the simulation runs. So there needs to be a balance. If every tile is settled too soon, the simulation just runs too slow (and it's hardly fast as it is!).