Thursday, 10 November 2022

Northern Hills, south of Kovesd

With today's mapping, I've come to the end of my map sheet:


That one hex with the 72 infrastructure is the last hex on this map sheet (K.21e - Ruthenia) to the west.  This means that doing two hexes today requires the other hex to appear on the adjacent map sheet to the west (K.18e - Nyatria):


Curiously, the adjoining hex also has a 72 infrastructure ... but since the distribution of hex types is random, it's very unlikely for them to look the same.  And as we'll see, they aren't.

Spreading the mapping over two sheets is a pain, and requires overlapping two hexes, but I'm quite used to it.  As I said, realistically, the design is just too large for the computer and must be parceled out onto these separate sheets.

I start off by making the first side, as shown below, generating the hex-types, habitations, roads, etcetera:


I make a group of temporary hexes as shown, colouring them white as they'll get cut from this sheet once they're moved over to the other.  This lets me build the first side, knowing in advance what the second side looks like.  The reader can see that there's a hex that's been added that's made of green and dark yellow hashes, without a type number shown.  This is a "wilderness" hex, one without any infrastructure at all.  Another wilderness hex also occurs in the temporary hexes on the left.

Note how the cobbled road from Tiszaroff to the northeast has to go through the corner of this hex due to a channel of the big Tisza river (not labeled).  Still, the random generation of the wilderness hex leaves nowhere else for the road to go; there must be communication with this side of the Tisza.

Okay, so we copy the pertinent generated hexes from this sheet to the other:


I've coloured the wilderness hex and copied all the roads and features from the other map over ... I missed a type-6 tag, but I'll fix that.  I also missed adding a whole village southeast of Tiszaroff.  I'll get that too.

The overlap can be clearly seen.  Much earlier, I generated that road coming up from the south which ends up entering the new wilderness hex.  I'll just move that road to the west and around the wilderness ... that empty hex adjacent to the towns of Abony and Ujszilvas is certain to have a village in it.

To determine that hex's type, I add together all the numbers surrounding it, which totals "21" (the wilderness hex counts as "8").  Divided by 6, that's 3.5 ... a 50/50 chance of being either a type-3 or a type-4.  If the surrounding total was "20", there'd be a 67/33 chance of it being type-3/type-4.  I roll a d6 and find that it's a type-4.

As an added issue, there's a river that's shown on the 20-mile map flowing through the west-72 hex, which was generated about 15 years ago when I made that map.  I'm going to shift that river west, so that it runs through Jasz.  I'll make other adjustments to.

Here's the west side/Nyatrian sheet part done:


Any changes that are made here have to be reflected on the other side.  There's just that pesky river that flows into the Tisza.  Here's the east sheet done:


Hooray.  But ...

If the reader notices, the whole bottom of both sheets ALSO flows over into another sheet, to the south (L.18e - Hungary).  That means any changes made on these two sheets, within two hexes of the edge, has to be then copied over to that southern sheet.  I hate these places where three sheets overlap.

For the heck of it, lets show all three sheets next to each other, without overlapping them.  Then the edges of each can be compared:


And now let's match them together.


There.  Not perfect, but still that ought to impress.

With the next post, we'll be working on a densely populated region east of Budapest.  For anyone who'd like some part of the process more closely detailed, please leave a comment explaining what.


2 comments:

  1. Just getting caught up on all the new stuff. Christmas come early!

    This is one of those things where the proof is in the pudding. The fact that these maps are detailed, useful for running a game, and beautiful all at once shows the value in the system and approach used to produce them.

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  2. I need to add that that strange channel of the Tisza actually exists. That's what's nice when some random generation interacts with the Earth's layout. Seredipity.

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