Re: [nbos] [AS3] Saving Fractal Terrain maps
Juanma Barranquero
Sat Nov 3rd, 2012
On Sat, Nov 3, 2012 at 5:38 AM, NBOS Support <> wrote:

> Look at the 'real' world. There are plenty of cities located in places with
> bad weather

Yes, some, but what you don't often see in the real world is cities
located in "bad" places (where bad = weather, or lack of water or
other resources, or just simply having poor access) while nearby,
"good" places without these inconvenients go empty.

> and lots of places with nice weather that arent heavily populated.

Not many, I think, and the only ones I can think of aren't heavily
populated because of political restrictions, not lack of interest.

> One of the points of the generator is to seed imagination. Ask yourself
> *why* a planet with less than ideal conditions might have a high population?
> Perhaps there's an economic reason. Maybe a rare material only found in
> that system. Perhaps its due to a war - maybe the planet with the better
> conditions *had* a higher population at one point. Maybe that little bit of
> paradise is the future equivalent of a national park. Maybe there's
> endangered native life forms being protected. There's endless reasons.

Believe it or not, I'm already using many of these ideas (not all) in
my campaign, and yes, the generator has seeded my imagination (I'm
having a field day with the four hipergiants, which are luminous
enough to be a thousand times brighter than the full moon more than
half a parsec away). But the random generation produced 97 star
systems, with 39 of them inhabited, and it's stretching things a bit
too far that so many of them are inhabited when all they have is big
chunks of airless or ice-covered rock. At the same time I have a
uninhabited system with not one, but two really good, Earth-style
planets (I'm already working into my campaign why would that system
remain uncolonized; so no complain here).

> If the generator just assigned a population based on purely linear
> factors...that would be wierd and unrealistc.

In the real world, these "purely linear factors" do weight quite
heavily. That's why there is lots of people around rivers, on the
coasts, near volcanic (so, fertile) ground, etc., and much more
population in temperate places than cold ones (compare population
density in Africa and Greenland or Siberia).

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