(More rough unpolished copies of this and I'll get to the polish later so mesh with the complaints already. This is what original content generation and ideas look like. If anybody knows how to TURN OFF auto correct on an android phone you will get content faster by telling me, please. Thank you. )
1.) Zoning and area detail
1.A.) Subdivisions, characteristics, naming designations, etc
Saying where you are or are talking about has long been a thing and it sucks and isn't easy. There have been tons of ancient and modern ways of doing this including modern zoning stuff. Permanent Parcel Number PPN in American Real Estate? It actually stems from county recorder's office and those numbers actually tell you where in the physical books info about the property is located and what page number and what reference designation is stamped on the picture of land on the page.
We're not doing that. The last sentence on that paragraph is confusing to people because you can't picture what I'm talking about in your head In terms of WHERE the hell a given piece of property is on the page without looking at the page. There isn't a mental construct or image in your head to correspond with the ideas and words and that sucks. Let's fix that.
Clocks. Put away your digital ones and get out the kind with hands that are often round. Google it if you have to. The shape of those things is invaluable as denoted in the phrase 1 o clock low/high. You can determine that relative to a fixed point (the front of an aircraft or North or the way we are all currently facing as a group) the thing I want your attention directed to is slightly to the right and up.... If I say 6 o clock low that means the thing I am talking about is directly behind you and down.....
Fix 12 o clock (dead ahead) at North. (thus 3 o clock at east, 6 at south, 9 at west, etc). That will give you basic land directions of any defined spacial area (X Forest, Y Swamp or whatever it's called). Then nest it:
Now apply a fractal pattern.
Imagine those aren't gears within gears in that picture, but rather clocks within clocks.... Now each of those clocks and all the clocks within those clocks have the directional convention "3 O clock means East, and 4 O clock means East but slightly southeast as well..." applied to it. You now have a location system based off base 12 math and an infinite nesting coordinate system....
What the hell are you talking about Truean? Can you give us an example?:Yes, and I have sorta foreshadowed a bit of this before without expressly showing the inner workings of the engine
here. Now let's try something by looking at imaginary space Y swamp and trying to indicate a spot we want to talk about.
Imagine a drawn map of the swamp and in your mind superimpose a picture of an analog clock over that with 12 pointing North. If I say 6 o clock, then that means we're talking about the Southern Portion of the Y swamp overall area. Now imagine whatever the southern portion of the Y swamp area looks like and superimpose in your mind a picture of another analog clock on that, again with 12 pointing north.... So now you have the beginnings of that nestled fractal clocks pattern superimposed over the map right? Now imagine instead of just saying 6 o clock to indicate South, I also tell you 6 o clock, 6 o clock and you would (based off the image in your head with the superimposed clocks) realize that I was talking about the Southern Part of the Southern part of Y swamp. Nest it further into the fractal (and this is one of the ways how I teach fractals with practical applications) and say it's 6 o clock,, 6 o clock, 3 o clock and you can see I mean for you to think about the Eastern part of the southern part of the southern part of Y swamp.
Notation:All of that is a little cumbersome isn't it? What I'm really trying to do is direct the gaze of your mind's eye so you have a general idea even before you look at the map and all those words aren't needed if shorthand notation is used.
Y Swamp, 6, 6, 3That little thing right there is the entire last paragraph and I can feel your mind's eye shifting on the map as follows:
South or down.
Focusing on the south, your mind's eye shifts down again.
Focusing on that area, we add in the 3 and your mind's eye shifts to the right or east of that now more defined area
Adding in a Third Dimension as an optional mechanic: How about we move up from flatland's 2D with simply adding a base 3rd dimension? Same deal different coordinates with one addition
Y swamp 9, 6, 6 Low.
That means the Generally Western Part of Y swamp and the southern part of that and the southernmost part of that. The addition of "Low" means I'm either talking about a lower Terran area or more likely underground. If you wanna get more specific how far underground or you wanna have multiple layers like DF does (first cavern layer, second cavern layer, third, etc) then you simply add another number on top of that.
See how I just explained in simple clarity, a complex idea of territory desgination by directing your mind's eye? And also, you can use this fractal pattern to get theoretically infinitely detailed down to whatever small designation you want. So that's the general concept. Now let's get specific.
Note: Add names to them if you like and we will in certain cases.
Subzones and specific delineations: Now let's go back to That Y swamp area of
Y Swamp 9,6,6, and describe conditions even better so we're giving you more than just location.
Take that last clock and nest it fractally one more time and then describe that area like I've been saying as far back as this thread exists.
Y Swamp, 9,6,6 (and add one more clock)
Take those areas and give them characteristics like the list we had here:
Fairly natural forest features
A clearing with scattered bushes (berries, useful economically later)
A small stream (Watering hole for prey animals)
Fallen trees (lumber and habitat area)
A gorge or depression in the terrain)
A hill, hills or ridges. (defensible terrain/difficulties in building/travel)
A spring (water source).
Exposed bedrock (Quarrying and possible mineral resources)
Game trails (making natural pathways through the area)
Dense foliage and underbrush (cover, possible to pass through but difficult, habitat etc)
Rocks and stones of significant size
Patches of rare plants
Animal lairs/caves
Water Features like lakes, waterfalls, rapids, aquifers etc.
Different types of trees, though largely decorative, might be economically valuable
Unnatural/created features
Economic structures: lumbermills, mines, tribal settlements (temporary or otherwise)
Shrines (abandoned or otherwise)
Settlements/Camps
Infrastructure (Roads, trials, aqueducts, canals/dredged waterways)
Trading posts
Economic resources (claimed or not)
Military bases
This is far from an exhaustive list. Once you have some features you need to place them within the forest and think about how they will interact with the area and inhabitants around them and far away from them.
Indicating where they are within a reason can be done via a locator dot or icon on a smaller sub region map. Additionally, it can be indicated in text by using cardinal directions or the O'Clock system (12 o clock being north. 6 being south, 3 being east, etc), relative to the center of the sub area. Additionally you can use "near, middle, and far" in relation to the center of the sub area.
I dunno, say Y Swamp 9,6,6, 7 has exposed rock that can be used for quarrying. Y swamp 9,6,6, 5 has dense underbrush and is in about 4 inches of water on average. Say Y Swamp 9,6,6, 11 has rare herbs growing in it and Y Swamp 9,6,6, 8 has a game trail going east to west.
Additionally, you can use ranges of numbers to define larger areas such as
Y Swamp 9,6,5, 1-4 as the area of a mostly dryland clearing that has some soggy ground (it's a swamp) but not much. This would indicate a slice area of the clock from 1 o clock to 4 o clock that would include a feature spanning those numbers. Additionally notice that we're dealing with Y Swamp 9,6,5 area instead of Y Swamp 9,6,6. That is to say these are two different areas NEXT TO one another that have detailed subdivisions.
So now on that usually blank picture of a swamp or forest or whatever that occupies most freaking maps as filler space you've got something that looks rather detailed if you flesh it out like so:
Picture the clocks and you have a ton of detail and can say exactly where shit is with ... relative ease if you're willing to do the work.
NOTE: Keep in mind the land areas are NOT circles themselves but rather this is to direct you towards them and make it easier to refer to them when you have a shitload of detail involved. They may have round landmarks and be mapped with different borders and I'll probably insert a map with superimposition of the coordinates on it to illustrate this when possible.
So now on that usually blank picture of a swamp or forest or whatever that occupies most freaking maps as filler space you've got something that looks rather detailed if you flesh it out like so:
Y Swamp Area details.
Western Y Swamp with text detailed subdivision (in real game this would have a map too probably)Work in Progress-Y Swamp 3,1 (Eastern Area)--Y Swamp 3,1,1---Y Swamp 3,1,1,1-3 Standing water 5 in average, Sturdy reeds, [placeholder for wildlife]
---Y Swamp 3,1,1,4-8 Standing water 3 in average, Moderate willow trees, Mild underbrush, [placeholder for wildlife]
---Y Swamp 3,1,1,9 Soggy Ground, Single willow tree, Nesting crane birds
---Y Swamp 3,1,1,10 Soggy Ground, Patch of rare (vibrant green) dye herbs, [placeholder for wildlife]
---Y Swamp 3,1,1,11-12, Standing Water, 3ft average, light fish and crawdad population.
--Y Swamp 3,1,2---Y Swamp 3,1,2,1 Soggy Ground, Single willow tree, nesting tern birds
---Y Swamp 3,1,2,2-7 Open water 2.5 ft average, fish, crawdads, alligator territory.
---Y Swamp 3,1,2,8-12 Soggy Ground, light Willow trees, alligator territory.
--Y Swamp 3,1,3---Y Swamp 3,1,3,1-12 Standing Water 7 in average, Sturdy reeds, light fish, water beetle infestation.
--Y Swamp 3,1,4---Y Swamp 3,1,4,1-12 Standing Water 9in average, Reeds, crawdads, poisonous snake(s)
--Y Swamp 3,1,5---Y Swamp 3,1,5,1-2 Standing Water 3 in average, Water lilies and cattail plants, frogs
---Y Swamp 3,1,5,3-7 Standing Water 5 in average, Duckweed
---Y Swamp 3,1,5,8 Standing Water 2 in average, Duckweed, crayfish.
---Y Swamp 3,1,5,9-11 Soggy Ground, Cattail plants and light grass, ducks
---Y Swamp 3,1,5,12 dry land, Patch of rare (vibrant green) dye herbs
--Y Swamp 3,1,6---Y Swamp 3,1,6,1-12 Standing Water 2 in average, Duckweed, crayfish
--Y Swamp 3,1,7---Y Swamp 3,1,7,1-8 Standing Water 1 in average, Cattail plants. Crayfish, frogs
---Y Swamp 3,1,7,9-12 Soggy Ground, Cattail Plants
--Y Swamp 3,1,8---Y Swamp 3,1,8,1-12 Soggy Ground, rocks of appreciable size and cattail plants with dense reeds
--Y Swamp 3,1,9---Y Swamp 3,1,9,1-12 Soggy Ground, Milkweed plants, rare butterflies, lizards
--Y Swamp 3,1,10---Y Swamp 3,1,10,1-12 Standing Water 2 in average, Bromeliad plants and moss, Light willow trees.
--Y Swamp 3,1,11---Y Swamp 3,1,11,1-12 Standing Water 1 inch average, duckweed and cattail plants
--Y Swamp 3,1,12---Y Swamp 3,1,12,1-12 Soggy Ground, Single Willow tree, Nesting Heron Birds
Temp Spoiler
-Y Swamp 3,2
--Y Swamp 3,2,1
--Y Swamp 3,2,2
--Y Swamp 3,2,3
--Y Swamp 3,2,4
--Y Swamp 3,2,5
--Y Swamp 3,2,6
--Y Swamp 3,2,7
--Y Swamp 3,2,8
--Y Swamp 3,2,9
--Y Swamp 3,2,10
--Y Swamp 3,2,11
--Y Swamp 3,2,12
-Y Swamp 3,3
--Y Swamp 3,3,1
--Y Swamp 3,3,2
--Y Swamp 3,3,3
--Y Swamp 3,3,4
--Y Swamp 3,3,5
--Y Swamp 3,3,6
--Y Swamp 3,3,7
--Y Swamp 3,3,8
--Y Swamp 3,3,9
--Y Swamp 3,3,10
--Y Swamp 3,3,11
--Y Swamp 3,3,12
-Y Swamp 3,4
--Y Swamp 3,4,1
--Y Swamp 3,4,2
--Y Swamp 3,4,3
--Y Swamp 3,4,4
--Y Swamp 3,4,5
--Y Swamp 3,4,6
--Y Swamp 3,4,7
--Y Swamp 3,4,8
--Y Swamp 3,4,9
--Y Swamp 3,4,10
--Y Swamp 3,4,11
--Y Swamp 3,4,12
-Y Swamp 3,5
--Y Swamp 3,5,1
--Y Swamp 3,5,2
--Y Swamp 3,5,3
--Y Swamp 3,5,4
--Y Swamp 3,5,5
--Y Swamp 3,5,6
--Y Swamp 3,5,7
--Y Swamp 3,5,8
--Y Swamp 3,5,9
--Y Swamp 3,5,10
--Y Swamp 3,5,11
--Y Swamp 3,5,12
-Y Swamp 3,6
--Y Swamp 3,6,1
--Y Swamp 3,6,2
--Y Swamp 3,6,3
--Y Swamp 3,6,4
--Y Swamp 3,6,5
--Y Swamp 3,6,6
--Y Swamp 3,6,7
--Y Swamp 3,6,8
--Y Swamp 3,6,9
--Y Swamp 3,6,10
--Y Swamp 3,6,11
--Y Swamp 3,6,12
-Y Swamp 3,7
--Y Swamp 3,7,1
--Y Swamp 3,7,2
--Y Swamp 3,7,3
--Y Swamp 3,7,4
--Y Swamp 3,7,5
--Y Swamp 3,7,6
--Y Swamp 3,7,7
--Y Swamp 3,7,8
--Y Swamp 3,7,9
--Y Swamp 3,7,10
--Y Swamp 3,7,11
--Y Swamp 3,7,12
-Y Swamp 3,8
--Y Swamp 3,8,1
--Y Swamp 3,8,2
--Y Swamp 3,8,3
--Y Swamp 3,8,4
--Y Swamp 3,8,5
--Y Swamp 3,8,6
--Y Swamp 3,8,7
--Y Swamp 3,8,8
--Y Swamp 3,8,9
--Y Swamp 3,8,10
--Y Swamp 3,8,11
--Y Swamp 3,8,12
-Y Swamp 3,9
--Y Swamp 3,9,1
--Y Swamp 3,9,2
--Y Swamp 3,9,3
--Y Swamp 3,9,4
--Y Swamp 3,9,5
--Y Swamp 3,9,6
--Y Swamp 3,9,7
--Y Swamp 3,9,8
--Y Swamp 3,9,9
--Y Swamp 3,9,10
--Y Swamp 3,9,11
--Y Swamp 3,9,12
-Y Swamp 3,10
--Y Swamp 3,10,1
--Y Swamp 3,10,2
--Y Swamp 3,10,3
--Y Swamp 3,10,4
--Y Swamp 3,10,5
--Y Swamp 3,10,6
--Y Swamp 3,10,7
--Y Swamp 3,10,8
--Y Swamp 3,10,9
--Y Swamp 3,10,10
--Y Swamp 3,10,11
--Y Swamp 3,10,12
-Y Swamp 3,11
--Y Swamp 3,11,1
--Y Swamp 3,11,2
--Y Swamp 3,11,3
--Y Swamp 3,11,4
--Y Swamp 3,11,5
--Y Swamp 3,11,6
--Y Swamp 3,11,7
--Y Swamp 3,11,8
--Y Swamp 3,11,9
--Y Swamp 3,11,10
--Y Swamp 3,11,11
--Y Swamp 3,11,12
-Y Swamp 3,12
--Y Swamp 3,12,1
--Y Swamp 3,12,2
--Y Swamp 3,12,3
--Y Swamp 3,12,4
--Y Swamp 3,12,5
--Y Swamp 3,12,6
--Y Swamp 3,12,7
--Y Swamp 3,12,8
--Y Swamp 3,12,9
--Y Swamp 3,12,10
--Y Swamp 3,12,11
--Y Swamp 3,12,12
-Y Swamp 6,1
-Y Swamp 6,2
-Y Swamp 6,3
-Y Swamp 6,4
-Y Swamp 6,5
-Y Swamp 6,6
-Y Swamp 6,7
-Y Swamp 6,8
-Y Swamp 6,9
-Y Swamp 6,10
-Y Swamp 6,11
-Y Swamp 6,12
-Y Swamp 9,1
-Y Swamp 9,2
-Y Swamp 9,3
-Y Swamp 9,4
-Y Swamp 9,5
-Y Swamp 9,6
-Y Swamp 9,7
-Y Swamp 9,8
-Y Swamp 9,9
-Y Swamp 9,10
-Y Swamp 9,11
-Y Swamp 9,12
-Y Swamp 12,1
-Y Swamp 12,2
-Y Swamp 12,3
-Y Swamp 12,4
-Y Swamp 12,5
-Y Swamp 12,6
-Y Swamp 12,7
-Y Swamp 12,8
-Y Swamp 12,9
-Y Swamp 12,10
-Y Swamp 12,11
-Y Swamp 12,12
So, what does the area you are settling in look like? What's around it and what is it for? This tells a hell of a lot more than even a really neat looking picture of a swamp from above is going to tell you doesn't it?
Wanna plan for something to live there ([uY Swamp 3,1,1[/u]) ? They might hunt some of the wildlife there and gather some of the plants for trade. They might have to deal with an aligator or 14 who aren't happy they are around fishing/eating the alligator's food. Maybe they could find a way to cultivate that land by draining it or establishing what the aztecs called "floating Islands," or what the Dutch call a "Plodder." There is a small amount of stone in that immediate area but not a whole lot, so that's a concern. Wood is there if you like Willow Wood, but those nesting birds are gonna be pissed about it and might fly off depriving you of hunting birds/possible egg resources. Wow isn't it amazing how just that one area without even considering the neighboring areas produces a large amount of possibilities to settle/travel through or have somebody else do that? And, that's just a wilderness area. That one doesn't even cover an improved area as of this time (but potentially it could become improved by some civilization or creatures later. Maybe the Goblins find those crawdads and crayfish tasty? Maybe this becomes their home or a hunting ground for them?)