For ease of reference, here is the map again:
Oh, look at me...I just now realized that when I started this river project, I set this map at 20 miles per hex, but when I worked out my rough slope system, I went with 24 mile hexes as standard. Okay, no big deal. I'll lop off about 20% of each increment.
I'll start from the lower end of the rivers and work my way up, going in the opposite order to how I worked out the total flow of water. First, the small river to the west:
hex | die roll type | result | elevation |
0212 | d4 | 1 | 0 |
0111 | d4 | 4 | 160 |
0110 | d4 | 3 | 240 |
0109 | d4 | 2 | 240 |
I used hex 0212 as my baseline, even though it isn't really a coast. Whenever I decide to extend this map to the coast, I'll work out the elevations to sea level and find 0212's true elevation, and then add that amount to the other hexes of the river. The same goes for this other river, with 0912 as the baseline:
hex | die roll type | result | elevation | |
0912 | d4 | 4 | 160 | |
0911 | d4 | 3 | 240 | |
0811 | d4 | 1 | 240 | |
0810 | d4 | 4 | 400 | |
0809 | d4 | 3 | 480 | |
0708 | d4 | 2 | 480 |
That gets us up to the convergence point. Now for the western branch:
hex | die roll type | result | elevation |
0608 | d4 | 1 | 480 |
0607 | d4 | 2 | 480 |
0507 | d4 | 1 | 480 |
0407 | d4 | 3 | 560 |
0306 | d4 | 2 | 560 |
0206 | d4 | 1 | 560 |
0105 | d4 | 1 | 560 |
0104 | d6 | 1 | 560 |
0103 | d8 | 1 | 560 |
And the eastern branch:
hex | die roll type | result | elevation |
0707 | d4 | 3 | 560 |
0706 | d4 | 3 | 640 |
0705 | d4 | 1 | 640 |
0704 | d4 | 1 | 640 |
0604 | d4 | 2 | 640 |
0603 | d4 | 2 | 640 |
0602 | d6 | 6 | 1040 |
0601 | d8 | 4 | 1200 |
So now we just have to go back and work out the slope using the general formula (change in elevation)/(change in horizontal distance), keeping in mind that a 20 mile hex has (20*5280 = 105,600) horizontal feet. For that matter, since we're using discrete increments, we don't even have to calculate the slope on each hex individually; every roll of 3 is an elevation increase of 100 feet, resulting in a slope of (80/105,600 = 0.0007). We could just add this to the slope table I published last post. Also, since we need a non-zero slope in order for the water to flow, I'm putting some fairly negligible numbers for the negligible elevation change results:
Die Roll | Slope |
1 | 0.0001 |
2 | 0.0003 |
3 | 0.0007 |
4 | 0.0015 |
5 | 0.002 |
6 | 0.004 |
7 | 0.006 |
8 | 0.01 |
9 | 0.02 |
10 | 0.03 |
11 | 0.04 |
12 | 0.05 |
13 | 0.08 |
Now, this results in our river sections looking like this:
hex | die roll type | result | elevation | slope |
0212 | d4 | 1 | 0 | 0.0001 |
0111 | d4 | 4 | 160 | 0.0015 |
0110 | d4 | 3 | 240 | 0.0007 |
0109 | d4 | 2 | 240 | 0.0003 |
0912 | d4 | 4 | 160 | 0.0015 |
0911 | d4 | 3 | 240 | 0.0007 |
0811 | d4 | 1 | 240 | 0.0001 |
0810 | d4 | 4 | 400 | 0.0015 |
0809 | d4 | 3 | 480 | 0.0007 |
0708 | d4 | 2 | 480 | 0.0003 |
0608 | d4 | 1 | 480 | 0.0001 |
0607 | d4 | 2 | 480 | 0.0003 |
0507 | d4 | 1 | 480 | 0.0001 |
0407 | d4 | 3 | 560 | 0.0007 |
0306 | d4 | 2 | 560 | 0.0003 |
0206 | d4 | 1 | 560 | 0.0001 |
0105 | d4 | 1 | 560 | 0.0001 |
0104 | d6 | 1 | 560 | 0.0001 |
0103 | d8 | 1 | 560 | 0.0001 |
0707 | d4 | 3 | 560 | 0.0007 |
0706 | d4 | 3 | 640 | 0.0007 |
0705 | d4 | 1 | 640 | 0.0001 |
0704 | d4 | 1 | 640 | 0.0001 |
0604 | d4 | 2 | 640 | 0.0003 |
0603 | d4 | 2 | 640 | 0.0003 |
0602 | d6 | 6 | 1040 | 0.004 |
0601 | d8 | 4 | 1200 | 0.0015 |
If you're using some other system for determining elevations of your hexes, you'll have to do the math to work out the slope values. Still, it's not that hard...change in elevation, divided by change in horizontal distance. If you're getting numbers that don't look anything like what I have on this table, you might want to check your math, or else realize your world is craggy and rugged as all get out.
No comments:
Post a Comment