Design Ideas: World Type Tiles

Theorize and discuss potential new rules and systems for a new version of FWURG
Brend
Brend
Mercury
Mercury
Elmer
Elmer
Chriz
Chriz
Dragonmaster352
Dragonmaster352

Design Ideas: World Type Tiles

Post Brend » Sat Feb 03, 2018 12:49 pm
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Brend
 
This thread is for posting design ideas, inspiration, and discussion on:

World Type Tiles
These describe the common terrain types for each base world type. They define the normal, common terrains encountered on your world. Although they are described as the "common" terrain types, note that this means "common to their base type", and as such includes terrains that are not necessarily common to an earth-like world.

See also Base World & Tiles


At a minimum each world needs two tiles to match each of the two height tags (from the three heights "flat", "hills", and "mountains") that are in its common set. However, this is easily expanded with additional tiles with some description of their natural terrain.

Feel free to describe the kinds of terrain you want by starting with the world you want to play! That way we have some context, and you'll quickly discover what you really need to make it work.

(Do not worry about the details, implementation, or numbers you give. Those are subject to change anyway since we must balance them with the other things that are being designed.)
Post Elmer » Sat Feb 03, 2018 4:13 pm
Elmer
 
I want to begin with a flatland world with some open waters and a mountain ridge or two. Or is this already too many terrain types?
In effect, my world will then look something like this: ^^^----------~~~~~~. (^:mountian, -:flatland, ~:sea). First there are mountains, then when you go away from them the world becomes very flat suddenly and end op in the sea.

My main reasons for this type of world is that this is for me the most fitting world type for some images I like to use. Besides that, I like mountain images ^^
Player of the Teprogrenaian Consensus inner world
You need a picture? Pm me ;)
Post Chriz » Sat Feb 03, 2018 6:41 pm
Chriz
 
I believe we spoke about selecting two base types? Did this change? With the focus on one material it is clear to me rule wise, however it sounds limiting.

I was thinking about the base type 'Jungle', however this could be a composite of Forest and Swamp I guess.

I like the idea that the height tags are put on every tile. Now everybody can have mountains, yeey! Mountains in the ocean are under sea level I guess?

I would probably go with something like 12 Forest, 5 oceans and 2 swamps.
Player of the Praetorian Empire
Post Brend » Sat Feb 03, 2018 8:47 pm
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Brend
 
The idea of having multiple base types is still in there, though its a little less obvious: When designing your world, you pick a base type. Then, you pick 12 tiles from that type. The other 7 tiles must come from other types. So the "second base type" is effectively the other tiles you pick ^_^

The associated Raw Material is separate from the Primary and Secondary Raw Materials you pick for your world (it's also a different step in Faction Creation.) At the moment it's a bit undefined what it does, but it is supposed to represent the "natural" affinity for raw material production for that base type.

The idea is that each base type has a set of tiles. For example, the "Jungle" tile fits the base type Forest very well, so we can easily model if by creating a terrain type for it:

Jungle (Forest base, Flat)
Base type: Forest
Height: Flat

Lush jungles cover most of these areas. Small streams flow through the dense undergrowth, eventually merging to become vast rivers. Trees reach up high enough to blot out the sun for those standing on the ground, and multiple levels of canopy provide the habitate for many different species.


Would be one of the tiles available in the Forest base type. Another would be:

Coniferous Woods (Forest Base, Hills)
Base Type: Forest
Height: Hills

Trees of the evergreen persuasion reach as far as the eye can see—the green-blueish hues stretch out in all directions. Nearby the distinct cone-like shapes of each tree can be recognized, but further away the shapes blur into rolling hills of green.


The idea here is to have the Base type be the archetypical planet types that map that are present in the old-ish Star Wars movies (with the exception of Coruscants "Urban" base type, since that one is special). This way players get to describe their planet in a bit more detail, as they can propose new terrain tiles for the base types they want to use (thought they are still somewhat limited by the base type they pick, so that their planet retains the "I'm a forest world" feel.

By mapping the proposed tiles to one of the eight base types we can build technologies and such that take into account Base Type and Height.
Post Mercury » Sun Feb 04, 2018 9:11 pm
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Mercury
Storyteller
 
Idea's for tiles:

  • Dessert World (flat and hills)
    • Sand plains (flat)
    • Salt flats (flat)
    • Sand dunes (hills)
    • Cracked lands (flat)
    • Rocky Plateau's (hills)
    • Blooming Desert (flat)
  • Ice World (flat and mountain)
    • Tundra (flat)
    • Ice plains (flat)
    • Frozen ocean (flat)
    • Snow Tops (mountain)
    • Gletchers (mountain)
  • Forest World (flat and hill)
    • Jungle (hill)
    • Rain Forest (flat)
    • Deciduous Forest (flat)
    • Coniferous Forest (hill)
    • Taiga (flat)
    • Mega Forest (hill)
  • Plains World (flat and hill)
    • Grass Plains (flat)
    • Grassy Hills (hill)
    • Savannah (flat)
    • Plateau's (hill)
  • Rock World (hill and mountains)
    • Mesa (hills)
    • Mountain Region (mountains)
    • Great Canyons (mountains)
    • Mossy Hills (hills)
    • Geiser Planes (hills)
  • Ocean World (mountains and flat)
    • Deep Ocean (mountains)
    • Deep Trenches (mountains)
    • Reef (flat)
    • Shallow Sea (flat)
    • Lakes (flat)
    • Islands (flat)
  • Volcanic World
    • Magma sea (hills)
    • Volcano's (mountains)
    • Supervolcano Caldera (hills)
    • Lava flow fields (hills)
  • Swamp World (flat and hills)
    • Overgrown Lakes (hills)
    • Mangrove (flat)
    • Primordeal Ooze (flat)
    • Deep Bog (hills)
    • Marsh (flat)
    • Mud Lakes (flat)
Post Dragonmaster352 » Wed Feb 07, 2018 5:50 pm
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Dragonmaster352
Storyteller
 
Some ideas for special tiles not specifically related to a world type, but still offering some interesting/cool things that can be important to a faction/world.

  • Impact crater (hills) Planet? Meet giant space rock
  • Irradiated wasteland (flat) Clearly the giant mushroom wasn't friendly
  • Extreme gorge (mountains) There is a giant hole in my planet
Post Brend » Sat Feb 10, 2018 12:05 pm
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Brend
 
Ooooh, those are nice.

We can easily have special tiles, since we can simply make them available via System Features. Something along the lines of "If you pick the "Late Impactor" System Feature, you get to place the Impact Crater tile", or something like that.

An addition to Volcanic World:
  • Fault Line Plateaus (mountains) Plateaus pushed upward by (historic) seismic activity, out of the lava. Such plateaus offer relatively calm area.

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