Author Topic: Climates for new map  (Read 4149 times)

DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Climates for new map
« on: October 17, 2016, 05:52:29 PM »
Hi guys,

I've got plans to reassign climate slots. I will merge the 3 temperate deciduous forest climates into one which opens up 2 climate slots. I will split the rocky desert climate in two climates: Temperate desert (with snow in winter) and volcanic desert (for the large volcanic areas in the Sahara and Arabian deserts. I will also use it for parts of the Anatolian plateau and Ethiopia (well I will actually use it for all arid or semi arid areas that are volcanic). The other freed slot will be used for a tropical climate with palm trees (not rainforest, but can have a wet season) which will be used for parts of the indus valley, Ethiopia, small parts of arabia, the nile valley, the Tigris and Euphrates. I will also redo the grass textures for all climates.

ahowl11

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Re: Climates for new map
« Reply #1 on: October 17, 2016, 06:17:15 PM »
Sounds good, go ahead and do it.
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Gigantus

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Re: Climates for new map
« Reply #2 on: October 18, 2016, 04:12:25 AM »
Makes sense
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Muizer

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Re: Climates for new map
« Reply #3 on: October 18, 2016, 10:24:43 PM »
Hi,

If you're reassigning climates, might I suggest you have a look at this data:

https://nelson.wisc.edu/sage/data-and-models/atlas/maps.php?datasetid=25&includerelatedlinks=1&dataset=25

IMHO it is the most relevant, complete and detailed data source available for a vegetation map and I would prefer to use it, in combination with a "snow in winter" map, to define boundaries on the climate map.

Clearer perhaps, I've been using these data to implement the following zones in RTR VII:


In case you're wondering what those "climate groups" are: those are climates that can be mixed freely without resulting in jarring visual effects on the campaign or battlemap. The transition climates can be used as buffers between groups.

« Last Edit: October 19, 2016, 07:59:19 PM by Muizer »

Gen.jamesWolfe

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Re: Climates for new map
« Reply #4 on: October 23, 2016, 05:07:52 AM »
If you get this done, can I have a copy for my SYW mod?

Seriously, this will look most stunning on the map!

xeofox

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Re: Climates for new map
« Reply #5 on: October 23, 2016, 08:27:37 AM »
Few maps. I hope it will be useful.
Spoiler (click to show/hide)

P.S.: Bigest part of desert zone of Kazakhstan it`s not the sandy place. There are solonchak (like salt marshes) and quick-drying grass. Bushes and small trees near water.
Spoiler (click to show/hide)

Norh Caspian area (close to sea) have lot of sor (shor) it`s like solonchak but more wet.

Photo from my expedition (north of caspian region:
Spoiler (click to show/hide)

Ustyurt and Mangyshlak
« Last Edit: October 23, 2016, 09:09:34 AM by xeofox »



DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Re: Climates for new map
« Reply #6 on: October 25, 2016, 07:37:24 PM »
« Last Edit: October 25, 2016, 09:25:31 PM by ThatOldSchoolEmoDude »

ahowl11

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Re: Climates for new map
« Reply #7 on: October 25, 2016, 08:07:57 PM »
Looks good to me :)
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?

Gigantus

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Re: Climates for new map
« Reply #8 on: October 26, 2016, 02:43:38 AM »
Looking good to me, just bear in mind that the climate works together with the ground type - that combination then creates the desired look on the map (see descr_aerial_map_ground_types).
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Muizer

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Re: Climates for new map
« Reply #9 on: October 29, 2016, 05:35:33 PM »
Looks ok to me. May have to ask you at some point where those new climates are supposed to go.

xeofox

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Re: Climates for new map
« Reply #10 on: October 29, 2016, 05:49:38 PM »
Looks good! About prev. map in Central Asia- a lot of sand. We need another kind of soil solanchiki (same like salt marshes)