Latest Posts

Topic: Trees and Terrains

fk
Avatar
Joined: 2013-07-30, 22:58
Posts: 150
Ranking
At home in WL-forums
Posted at: 2015-07-27, 15:50

This is a photo of thick pyroclastic layers in the vicinity of Weibern, DE, in the Eiffel: https://upload.wikimedia.org/wikipedia/commons/thumb/7/7a/WeibernV.JPG/350px-WeibernV.JPG

The area must be very fertile because it is covered with trees.

Edited: 2015-07-27, 15:51

Top Quote
kaputtnik
Avatar
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2550
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-07-27, 22:08

[advertise] Eiffel is a great place... it's mostly volcanic ground there and all over trees. But also there is a lot of Water, many mineral water wells could be found there. I was at the "Laacher See" where bubbles of co2 comes out.... The Maria Laach abbey is build out of Tuff (bright stone) and Basalt (dark stone), both volcanic stones, and there is a Museum of stone quarry where the roman empire already quarry tuff. [/advertise]

face-grin.png


Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-07-28, 00:02

einstein13 wrote:

I don't like the situation where foresters can plant on every type of terrain and trees will grow there. Is there any type of terrain* where trees planted by forester have possibility to grow to the max size less than 2%? (So you need few hours to get some wood for building up forester and woodcutter with barbarians, for example)

*-buildable terrain! I don't need beaches, deserts and mountains. Also lava is excluded ;)

I did not try to calculate percentages. I can tell for sure trees have a low chance of groowing on barren steppe. I would guess for sure a planted tree has less than 10% chance of growing. Less than 2%? I have no idea. However, I made fairly small patches of ground to test - basically, i started with an headquarter in the middle of lava, four peninusular running from it, each one with a biome, and each one made of a mix of all relevant terrains for that biome. each one was fully covered by two foresters in the middle of it, so it wasn''t very big. the patch of barren steppe would have had maybe a dozen nodes in it, maybe less. and once there are two foresters planting only on it - because everywhere else was already full of trees - it is inevitable that eventually the place will have a tree cover. But as I said, maybe i could lower its values from 0.2 to 0.15.

We can argue if the ashes should be treefull or treeless. But the main reason why I started my words for that is that basicly old wasteland was as fertile as greenland. You can compare it with wasteland maps in Build-18. If it is as tree-like as it was before, I will not argue anymore. (But this don't mean that it has to be like before, we can change everything, but only a little!)

I have not played much on wasteland so I have no idea how fertile that was. But as much as i could determine, trees are fine on it. There is igneous rock that is maybe the equivalent of barren steppe, ashes is like mountain meadow or steppe, and on hard ground trees are growing fine. So wasteland is not at rick of being barren.

Also, I gave it even higher fertility values compared to greenland. the actual values are available in one of the files that was posted.


Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1116
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-07-28, 22:33

king_of_nowhere wrote:

einstein13 wrote:

less than 2%? (...)

I did not try to calculate percentages.

Do you think that I have simple equation for that? Not really, not now face-wink.png I will, but till then I never calculated percentage. That were tests. I thought that when you tell "I tested" means that you have "countable" results.

I can't say anything to your test, because I don't know the results. You tell not much information about that. Sorry face-smile.png

Also my way is to inform people "what should grow on which terrain". It is hard to say when you don't test anything with numbers face-wink.png

I was the first one who proposed some values for terrains. I thought that hey are ok, but I've failed. That is why we now have another values for terrain. That is why the current values are "computer made". Because they are fit to exact numbers, based on old behaviour. SirVer told that we have to remember about backward compatibility: old maps should be still playable. face-smile.png

Edited: 2015-07-28, 22:36

einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-07-29, 08:03

My test was simply having that small map with small patches of terrain and starting treeless. Build foresters, look what happens. When situation is at equilibrium, stop foresters, look what happens. Nothing more. I can only tell if a certain kind of terrain can grow trees well (it sprouts a forest quickly under the forester's action) or somewhat (it takes more time for the forest to take hold) or very little (there is never a real forest, but there are sparse trees), or even not at all. And I can tell, once the foresters are stopped, if the forest is self-sustaining, or if it will eventually die off.

YEs, I could make elaborate tests like you do, but I feel it's a huge waste of time to get irrelevant information. As both player and mapmaker, the rough division good-mediocre-bad-barren is all I could ever want. I don't need any more information, because the exact rate at which a terrain can grow a tree is influenced by a lot of other factors, even something as minor as making a road and a few buildings in the middle of the placce will change that, and as long as I know that terrain is "good" for trees I have other strategic priorrities than to try too increase the number of trees thhat will grow by a few %. Also, I'm probably going to change some of those values, so spending days trying to judge the exact percentages of growth, only to then change all the values again, seems quite pointless. The test I did took less than one hour, included the mapmaking, and gave me all the information I needed. When you are a lazy person, you learn to get the maximum result with the minimum effort face-smile.png

Now, I can guarantee that unless you place plenty of foresters on it and no woodcutters, barren steppe will remain barren. The chance of a planted tree reaching maturity is certainly less than 20%, and almost certainly less than 10%. If you put enough effort with foresters, you can grow a forest there. After all, you can grow a forest on a barren steppe with enough effort. google "green wall of china" for an example. Also, if you don't keep up with the effort, the forest will eventually die. Again, green wall of china. I can tell you that if you place foresters and woodcutters on that ground, you will get very few trunks, but you will get some. I can tell you that if you use barren steppe for a port space, you won't find a foreste has grown onto it, although you may find a solitary tree if you are really, really unlucky. That's enough for me. You want a percentage? that, I cannot give.

Anyway, if you are looking for extremely barren, but buildable terrains, then the most barren ones are: Desert: desert (there are many terrains called desert, but one of them is buildable). That one is probably the most barren of all buildable terrains. Greenland: barren steppe. Wasteland: igneous rocks. That one is probably the most fertile of the four terrains here described, but still a terrain where a forest will spontaneously die. Winter: snow.


Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1116
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-07-29, 11:05

king_of_nowhere wrote:

My test was simply having that small map with small patches of terrain and starting treeless. Build foresters, look what happens. When situation is at equilibrium, stop foresters, look what happens. Nothing more. I can only tell if a certain kind of terrain can grow trees well (it sprouts a forest quickly under the forester's action) or somewhat (it takes more time for the forest to take hold) or very little (there is never a real forest, but there are sparse trees), or even not at all. And I can tell, once the foresters are stopped, if the forest is self-sustaining, or if it will eventually die off.

The test I did took less than one hour, included the mapmaking, and gave me all the information I needed.

For you- you have all information, but for mapmakers it is insufficient. Can you make the simplies test ever? You did part of that. Build one forester on barren steppe (or other barren terrain). Then wait let say 1 hour? (Can be 2 hours, if you want). Count number of trees that were able to grow up to the highest state. And let us know the number. Also very important for the game (not only for us!) is to count number of trees spawned on best terrain (maybe some meadow on greenland?). Average number of planted trees by a forester is known:

 Every minute foresters is planting 1.588 trees

So making simple % is very easy.

Also this test can be done with your tests.

Results should be:

  • for barren grounds < 5%
  • for fertile grounds >= 100% (depends on time of test)

einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2015-07-29, 12:34

i don't see what's insufficient in that information for a mapmaker or for the game. You have a barren terrain, you know trees have little channce of growing there. whhether it is 2, 5 or 10%, what does it matter? if you are making a map, you won't place trees there, not and expect them to survive. If you are playing, you will try to avoid foresters planting trees there. Do you really need to know if the percentage is 2% or 5% to decide it is not a good tactic to build your foresters there?

As for the most fertile grounds, in every biome type there is at least one tree that is specialized for the main ground type. generally there are four main ground types (meadow 1 to 4, hard ground 1 to 4, tundra 1 to 4; summer is exception); I assigned to those grounds values of ferility and humidity very close, with a mmaximum difference of 0.1 or 10 degrees (with arbitrary temperatures ranging from 180 to 50). The specialized tree has values exactly in the middle of it, so it is at most wrong by 0.05 and 5 degrees. even with a pickiness of 0.8, it will grow fine. I have every faith that they are above 100%, but even if for some reason it was 90%, would it really make a difference as long as more trees spawn and grow than die? If you are a mapmaker, you know you can plant a forest there, and it will survive and expand. If you are a player, you know it is a good place to make foresters. again, I don't see the purpose of knowing the exact number. I certainly never felt any need to know them when playing, and certainly not for lack of strategical planning.

No, the only information you really need, and only as a mapmaker, is which tree is suited to which terrain. while you can guess that deciduous trees grow in greenland terrain, you have no way of knowing that i picked aspen to be the best tree that grows on meadows, but it is too picky to grow well anywhere else, while birch will grow well on mountain meadow, and it is more adaptable while not being optimal in any terrain. notice that the forester test won't tell you that, since foresters plant a variety of trees. for that, there is nothing but putting a text file somewhere. It needs coontain just the indication I made for myself when planning the values to give the trees: aspen is meadow, specialized, borch is green/cold, adaptable... and I have to rework those after making some research on which are really those trees habitats.

Different trees like any condition of temperature and humidity, but no tree has a preferred fertility lower than 0.4, or a pickyness lower than 0.6. I specifically made no tree adaptable to really low fertility to be able to have barren ground. that gaussian diistribution dictates that on a fertility of 0.24 no tree will have a better than even chance of making it at any step of growth, without taking into account temperature and humidity. and that's multiplied by four stages of growth. however, i don't know how the chances of the tree dieing are calculated, so i can't say how that translates in terms of chances of succesful growth before death happen. anyway, on a fertiility much lower than 0.2 nothing grows. i checked and seen that booth snow and desert have 0.1, and they remain treeless even with foresters planting relentlessly. igneous rocks and barren steppe are a bit more suited for growth, but very difficult nonetheless.

EDIT: also, the test you suggest is flawed, because the forester will eventually run out of space, so you get different results with diferent times. of cours eyou could set a standardized time, but then it would be just a test of a very specific characteristic that has relatively little bearing on how actually fertile the ground is. At this point you are spending a huge amount of time to measure very exactly something whose application is subjected to error and statistical noise. It would be like you must calculate the area of a circle, and you try to use 20 digits of pi, while having a 10% inaccuracy on the radius. it doesn't matter how many digits of pi you get, your measurement won't get any more accurate for it.

Edited: 2015-07-29, 12:40

Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1116
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-07-29, 13:36

king_of_nowhere wrote:

i don't see what's insufficient in that information for a mapmaker or for the game.

If you don't see that doesn't mean that there isn't. Please, open your mind.

At first: there is HUGE difference for me between 2% and 10%. It is 5 times less/ more. And there is huge difference between 10% and 2% from other way: if you build forester & woodcutter on 10% ground it is still worth it in some cases (no other space). While 2% is not worth it.

Let say that you use 10 trunks to build woodcutter & forester, and lets say that casual tree is planted in every 2 minutes. (I know that there are other values!). So with 100% ground you spend 2*10=20 minutes to get all resources given to build forester & woodcutter. With 10% it is 200 minutes -> 3 hours and 20 minutes. On very long games it is still worth it. With 2% ground it is 1000 minutes = 16 hours 40 minutes. For almost sure you will win or lose the map in shorter time. So it is not worth it.

Can you see the difference now?

On my last The Nile map I used terrains in order to make "good" "not so good" and "bad" places for foresters. On "not so good" you have about 2 times less trees than on "good" terrain. With "bad" there are hardly any trees.

If you design new values for trees and terrains affinity, remember that other people have different priorities than you.

EDIT: also, the test you suggest is flawed, because the forester will eventually run out of space,

Yes, you're right. I forgot about one woodcutter for each forester. That is the simpliest and most efficient way to get rid of some trees without letting them grow everywhere during the test.

At this point you are spending a huge amount of time to measure very exactly something whose application is subjected to error and statistical noise. It would be like you must calculate the area of a circle, and you try to use 20 digits of pi, while having a 10% inaccuracy on the radius.

No I am not measuring that very exactly. I am measuring that with 1,3% error. With 3 foresters (in my previous test) it was about 0,44% error. But I've shown the results with 0,1% precision. Just to sort them. The most significant for people are terrains sorted in some groups. I've provided that. Is that bad?


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

Top Quote
kaputtnik
Avatar
Topic Opener
Joined: 2013-02-18, 20:48
Posts: 2550
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-07-29, 21:01

I understand both of your points.

There is one thing i am thinking of: You are both good players and have good experience about the trees <-> terrains. While gameplay you may notice that an area of a map is "good"/"not so good"/"bad" place for a forester. You could difference between the used terrains (soils) in that area because you know the terrains. What about not experienced players? In other words: Could we expect to new players that they have to learn the same level of experience than you have (knowing the growability of trees to each type of terrain)?

I believe we should have a look at the problem from a view of an unexperienced player. Otherwise we ran into something that is only good for really experienced players. [ironic]Or should there be a tutorial "Trees and Terrains"?[/ironic]

From my point of view: I've played widelands a long time (since build 16 i think) more or less, but i never thought about the relationship between trees and terrains.


@king_of_knowhere: I have a map with some Snow terrains from Winter. With your new values trees do not grow. With old values they grow as aspected. Could you please test (and adjust) the values to snow terrains? Feel free to e-mail me if you have new values.

Edited: 2015-07-29, 21:03

Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1116
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-07-29, 22:27

kaputtnik wrote:

There is one thing i am thinking of: You are both good players and have good experience about the trees <-> terrains. While gameplay you may notice that an area of a map is "good"/"not so good"/"bad" place for a forester. You could difference between the used terrains (soils) in that area because you know the terrains. What about not experienced players? In other words: Could we expect to new players that they have to learn the same level of experience than you have (knowing the growability of trees to each type of terrain)?

Of course not. We shouldn't expect inexperienced players to know every terrain/tree.

I believe we should have a look at the problem from a view of an unexperienced player. Otherwise we ran into something that is only good for really experienced players. [ironic]Or should there be a tutorial "Trees and Terrains"?[/ironic]

That is why I am thinking about simplified model for the trees & terrains. Current model will stay in core of Widelands, but simplified model will be shown as something for newbies.

Tutorial "Trees and Terrains"? Hmm... [not ironic]Good idea![/not ironic] But maybe not as real "tutorial". For sure tutorial maps and all maps in core of Widelands should be PLAYABLE. That can be hard. Maps from Widelands site can be a bit changed, but mostly playable too.

Tutorial can be done as something mostly written. But also a map should be included. To show basic dependences.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

Top Quote