Re: [nbos] [AS3] Saving Fractal Terrain maps"Robert Graham" Sat Nov 3rd, 2012
I suggest you do a 'search' for Kalgoorlie Western Australia or a number of
other places which are full blown small cities in the middle of no were.
(Dubai as a country actually sings out to me, oil is about the only thing it
had going for it until they built up the tourism industry )
And actually in the real world the way colonisation worked was that you
looked for a water source and hopefully land that was fertile enough to
support your population and you built a colony there.. didn't always work..
Ask the Brits what happened at the original Botany Bay colony site in New
Any society capable of Interstellar Travel should at least have the ability
to hydroponic farm, and likely at least get water (one of the most rare
substances in the -known- universe) in one form or another.
But really if the built in generator isn't woking for what you want write a
new one that will do what you want the API allows for it and there are
already scripts up that do it..
From: nbossoftware-bounces-at-nbos.com [mailto:nbossoftware-bounces-at-nbos.com]
On Behalf Of Juanma Barranquero
Sent: Saturday, 3 November 2012 4:18 PM
Subject: Re: [nbos] [AS3] Saving Fractal Terrain maps
On Sat, Nov 3, 2012 at 5:38 AM, NBOS Support <support2-at-nbos.com> 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
> *why* a planet with less than ideal conditions might have a high
> 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
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
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