I would request that knowledge of geography wouldn't be likely to be forgotten within a couple years just because nobody has walked there recently. That's fairly silly. . . . Like... maybe 2-3 trips might build a level, whereas losing one might take 100 years or something.
Maybe not a
couple of years, or 100 years, but more like 8-10 years. So let's say that "light-moderate" traffic (1 or 2 visits per year) can raise a road's surroundings by 1 detail level, "heavy" traffic kicks it up by 2 levels, and no recorded traffic at all (from your civ) causes those areas to drop by 1 level every 5 years. After all, there's landslides, wildfires, floods, I assume Toady will work in earthquakes & volcanic eruptions at some point, theoretically there may even be hurricanes. And now that the trees are huge, a single tree falling down could (in the real world, at least) dam a stream and create a small lake. And then there's logging, mining, terrace farming, construction,
destruction, defensive earthworks, and apparently people burying entire towers under garbage--I'll just call that "landfills". Plus the wake of devastation assumedly wrought by megabeasts. Now, granted, this is pretty much
everything that can happen to the landscape, so the list seems a little extreme . . . but you've got to remember, the detail only drops by 1 level after 5 consecutive years of
no recorded traffic. It takes a lot to stop/divert traffic for that long, and a lot can happen in 5 years.
That's not to say it should magically keep up to date with new buildings or mining, though.
Yeah. Until/unless Toady actually implements things like forest fires and new towns popping up, the game should only
act like these things actually happen. So if you go for 10 years without going near a particular river, nobody will have actually built a bridge over the river . . . but that area should still be shown at a lower level of detail, because somebody
might have built that bridge. Or that dam. Or mined out all the aluminum. Etc.
I agree with GavJ, though I'm not sure what you mean by X% accuracy.
Don't feel bad, I don't know what I mean by it either. I was just shooting for a rough estimate of how "trustworthy" the embark window should be for each of the 3 depths, at each level of detail. As for the significant figures, I was trying to mirror how the Bookkeeper job has varying degrees of precision, although really that was just for flavor. Once I/we know more about how the game actually generates site composition from the raws, and understand more about pre-/post-embark differences, then I/we will be able to get into more exact nuts & bolts.
When reporting generic layer information, it should come with summaries based on accurate math using blind projections (that is, based on the raws, not any specific knowledge of that particular site).
Well, in areas of Full and High detail, your civ actually quite likely
would have specific knowledge of that particular site, at least on the surface. They might even know exactly how many of which type of ores/gems are sticking out of the ground, it's just that no Miner has chosen to come collect them yet. But continuing this line of thought leads to awkward "half-formed" sites, where just browsing over it in the Embark window causes the game to
finalize the Surface details, but still leaves the Shallow and Deep sections unfinished until you actually show up there.
If you want a more rigorous/controllable measure of variance and error and so forth, ditch the whole significant figures thing and use a proper standard deviation amount:
1) Take the actual amounts of everything (hidden), and apply whatever level of standard deviation.
Fine, but we'll need numbers we can crunch
before sites are finalized, I'm hoping Dirst can provide some insight on that. As long as the game generates "probable composition", whose accuracy we can artificially degrade with distance from the Mountainhome and below the surface, I think we're all good. I'd also like it if the margin of error included the possibility of
failing to detect features and/or generating false positives, at least at the low end of the site-familiarity scale, but that's not an absolute necessity.