Riamus
Hunter
I have been thinking about tiles and the benefits and limitations of them. They are a great way to allow for interesting and somewhat realistic designs of cities, but you can only do so much with them. I have a suggestion that I believe offers a significant increase in value of tiles. I apologize for the length of this, but in order to understand what I'm talking about, it needs a lot of explanation and examples. Please bear with me.
So, right now, tiles are placed based on whether or not it is allowed in that location (based on district settings) and in that size town/city and if it has the correct road connections. This allows you to do a lot with them, but you are still very limited. You can't have road connections that aren't centered on the edges. You can't have multiple roads exiting the same side. That may not seem like a big deal, but I think you'll see how much of a limitation that is as I explain my suggestion.
Let's say you want to have a boulevard (a divided road). You can do that now on the tile itself, but it needs to be a single road by the time it exits to the next tile. That makes for a very short boulevard. Let's say you want an airport runway. You could design tiles for it, but there's no way to guarantee everything will get laid out properly. Let's say you want an underground subway or sewer system. There are limitations to what you can do with it if you want it to not get cut off, though with work you could get it to work, I think. Let's say you want a long raised road. You can make a raised road, but it would need to be at ground level when exiting the tile or you risk ending up with the road suddenly becoming raised or at ground level at each tile change. These are just some examples where tiles have limitations right now. And all can be solved with the same suggestion.
My suggestion is this... Have an invisible "block" that you can place at the edge of a tile that shows where the road connection is located. This "block" would need to be placed to cover the entire width of the road for the suggestion to work, but should be resizable to allow for different sized roads. For current tiles, it would basically be an invisible set of "blocks" placed at the center of each side of the map at ground level -1 (even with the road block) that covers the width of the road. When RWG places tiles, it will only place a tile that has a matching set of "blocks" so that the roads align properly. Now, for what we currently have, that will not actually change anything for the maps. However, with this feature added, you can change the placement of these "blocks" based on where you want the roads to be located.
And to clarify about this invisible "block", I am not referring to an actual block that has any physical properties. It would be similar to the quest marker when not active (i.e. invisible, but still at that location).
I'll give some examples:
North/South Boulevard
[*]Tile 2
[*]Tile 3
[*]Tile 4 (optional)
[*]Tile 5 (optional)
[*]Tile 6 (optional)
[*]Tile 7 (optional)
[*]Tile 8 (optional)
Raised Roads
Underground Subways or Sewers
Airport Runways
Train Tracks
Very Large Buildings
Ok, I know these examples may not be clear enough for you to understand what I'm suggesting, so I have included a small example I drew of the boulevard example. I'm not an artist, so please forgive the basic quality of it and the fact it is not centered and may not be sized properly.
Even with the picture, it may not be entirely clear what I'm talking about, so please feel free to ask for clarification on anything that you're confused about. But think of it this way. If you were to look at a tile from it's side (you normally view it from the top) and you were to see all the ground below and air above the tile for whatever heights you are using in your tile. From the side, imagine seeing the ends of roads and tunnels and such that reach the edge. Everywhere that you see these ends of roads and such, you would have the invisible "blocks" covering the entire width/area of them. Imagine those sticking out from the edge of the tile (they aren't, but imagine it...). Now, imagine trying to connect another tile to it where instead of sticking out, these are inset into the tile. If these invisible "blocks" line up, you can connect them like Legos. If they do not, they will not connect. RWG would be updated to look for these connections and only connect tiles that match. A clever tile designed can create a unique pattern like suggested for the very large building example that would allow only specific tiles to connect, allowing for a LOT of control over how things get placed in RWG. Of course, RWG is designed to create a fully connected road system (or at least going to a cap tile). For this to work, it would still need to function using the same tile types (straight, T-intersection, cross-intersection, corner, cap) and the tile designer would need to take into account how the tiles will be treated so they don't try using a cap without having the road end, for example.
I am suggesting this as a way to offer a significant increase to the creative options of tile designers for what would be a relatively "small" amount of work. It would certainly require work to make it happen, but there really aren't significant changes to how RWG already functions, so that is why I say relatively small. And all tiles would need to be updated to include these invisible "blocks", but there aren't a significant number of tiles (unlike if we were talking about POI), so it wouldn't take that much time to add this to the tiles. I believe the value greatly outweighs the "cost" to add this feature and would allow for a vastly greater amount of options for what you can do with tiles and RWG.
As one last note, by setting a maximum number of times a specific tile can be used within the town, you can prevent situations where things like the raised roads or boulevard would go crazy. For example, if you didn't have a maximum setting of 1, then you may have a single road turn into a boulevard, then turn into a single road, then turn into a boulevard, then turn into a single road, etc. Or a raised road that goes to ground level, then raised, the ground level, then raised. By setting specific tiles (the merge tiles for boulevards and the ramp tiles for raised roads to a maximum of 1, you'll only have a single boulevard or raised road in the city and it will not alternate. Now, RWG might make it just a 2 tile boulevard or raised road or it might make it a 10 tile boulevard or raised road. That would be based on the RNG nature of RWG, but that wouldn't really be a bad thing. And only having a single boulevard or raised road in a town isn't really that big of a deal in order to get the ability to have any at all.
Thoughts? Ideas? Feedback? I'd be interested to hear thoughts from everyone on this. It would be a significant change and improve the value of tiles drastically. I've only touched on a small number of ways this would help add control over the placement of tiles and the types of roads/etc. you could have with this. There are many other options, from simply having roads exit from different parts of the tile instead of the center, to having multiple roads exit the same side of a tile to being able to force RWG to connect specific tiles together to create what is essentially one huge tile since nothing else will connect to the pattern you use. The main part with using this is that you need to have all the necessary matching tiles for it to work. for example, if you don't have a tile that can allow a boulevard to end either at a cap or looped back around the way RWG closes off the roads of a city to finish it, you'll run into an error in map generation. The same for anything else. If RWG places a tile and is unable to place another tile because nothing matches, you'll have an error. It would be a requirement to have at least one tile that matches all connections on any tiles made. Tile designers should have no problem with that, but it is something that has to be understood.

So, right now, tiles are placed based on whether or not it is allowed in that location (based on district settings) and in that size town/city and if it has the correct road connections. This allows you to do a lot with them, but you are still very limited. You can't have road connections that aren't centered on the edges. You can't have multiple roads exiting the same side. That may not seem like a big deal, but I think you'll see how much of a limitation that is as I explain my suggestion.
Let's say you want to have a boulevard (a divided road). You can do that now on the tile itself, but it needs to be a single road by the time it exits to the next tile. That makes for a very short boulevard. Let's say you want an airport runway. You could design tiles for it, but there's no way to guarantee everything will get laid out properly. Let's say you want an underground subway or sewer system. There are limitations to what you can do with it if you want it to not get cut off, though with work you could get it to work, I think. Let's say you want a long raised road. You can make a raised road, but it would need to be at ground level when exiting the tile or you risk ending up with the road suddenly becoming raised or at ground level at each tile change. These are just some examples where tiles have limitations right now. And all can be solved with the same suggestion.
My suggestion is this... Have an invisible "block" that you can place at the edge of a tile that shows where the road connection is located. This "block" would need to be placed to cover the entire width of the road for the suggestion to work, but should be resizable to allow for different sized roads. For current tiles, it would basically be an invisible set of "blocks" placed at the center of each side of the map at ground level -1 (even with the road block) that covers the width of the road. When RWG places tiles, it will only place a tile that has a matching set of "blocks" so that the roads align properly. Now, for what we currently have, that will not actually change anything for the maps. However, with this feature added, you can change the placement of these "blocks" based on where you want the roads to be located.
And to clarify about this invisible "block", I am not referring to an actual block that has any physical properties. It would be similar to the quest marker when not active (i.e. invisible, but still at that location).
I'll give some examples:
North/South Boulevard
- Tile 1
Road starts at the bottom as a normal road so it will connect with tiles we currently have and then splits into a boulevard and leaves the top of the tile as two single lane roads with a median between them.
- At the bottom, the invisible "blocks" are placed to cover the width of that one road in the center of the bottom of the tile. At the top, the "blocks" are placed only covering each of the two individual roads, with a gap between them where the median is located.
[*]Tile 2
Full boulevard. The road is two single lanes with a median between them from top to bottom.
- The invisible "blocks" are on the two individual roads both at top and bottom.
[*]Tile 3
Road starts at the bottom as a boulevard and merges on the tile so it ends at the top as a single road.
- At the bottom, the "blocks" are on the two individual roads. At the top, they are on the single road.
[*]Tile 4 (optional)
Full boulevard with T-intersection of a normal road (not a boulevard).
- As with Tile 2, the "blocks" are on the boulevard roads at top and bottom and then also on the road that comes off the T-intersection.
[*]Tile 5 (optional)
Full boulevard with a cross-intersection of a normal road (not a boulevard).
- This is the same as Tile 4, but also has the "blocks" at the other end of the normal road.
[*]Tile 6 (optional)
Full boulevard that has a 90 degree corner and merges into a single road at the corner.
- The "blocks" are on both roads at the bottom and the one road at the side.
[*]Tile 7 (optional)
Full boulevard that has a 90 degree corner and continues on as a boulevard around the corner and off the tile.
- The "blocks" are on both roads at the bottom and both roads on the side. Including this tile would require additional tiles that are horizontal boulevards, but would be similarly set up as these north/south boulevard tiles. You can also include T-intersection and cross-intersection tiles with boulevards intersecting if you wanted to.
[*]Tile 8 (optional)
A cap tile where the boulevard starts at the bottom and then, in order to end, has something such as a rotary or parking lot or something that would look okay as a way to end the boulevard and not continue on into another tile.
- The "blocks" are on the one end of the tile where the boulevard is and nowhere else.
Raised Roads
- These tiles would be almost identical to the North/South Boulevard tiles except that the placement of the invisible "blocks" would not be at ground level -1, but at ground level +X (where X is the height of the raised road). The raised road could be a normal road or a boulevard or a road with a barrier between the different directions. The placement of the "blocks" would just have to match the roads.
- Instead of the tiles that merge the boulevard into a single road or split a single road into a boulevard, the raised roads would have ramps for those tiles to change the height of the road between ground level and the raised height.
Underground Subways or Sewers
- These would likely be set up where the underground section follows the roads, though that wouldn't be a requirement. They would be set up with any selection of tiles you want to include the underground section. The invisible "blocks" would be placed both at the ends of the road and at the ends of the underground section. Note that you can also have a raised road and would just place these "blocks" at the ends of the raised road as well.
Airport Runways
- These would be set up similarly to roads, with one major exception. The runway would have to be either wider or narrower (wider would make more sense) than any roads you might have so that a road tile cannot incorrectly be placed next to the runway tile.
- In order to not only get the runway to work, you'd want to have the ability to connect buildings (hangars and terminals, for example). To do so, you'd need to include these invisible "blocks" in a way that will match ones placed on those same hangar and terminal tiles.
Train Tracks
- These would be set up just like runways, but instead of runways, they'd be train tracks. The width would have to be different than roads or runways (or you'd use a custom pattern to make it work), but that can easily be done.
Very Large Buildings
- In addition to connecting roads, you can also make it possible to create a very large multi-tile building within a city that will always generate properly. The idea here is a creative use of those invisible "blocks" that basically create a code or key that will only match up with the tile you want to connect to.
- Example:
Tile 1 has the south half of the building next to a north/south road.
- Tile 2 has the north half of the building next to a north/south road.
- The invisible "blocks" are placed on the ends of the roads on both tiles.
- The invisible "blocks" are also placed in a specific pattern (any pattern) anywhere along the north edge of Tile 1 and matching "blocks" are placed in the same pattern on the south end of Tile 2.
- When RWG places Tile 1, it will then try to find a tile to connect to Tile 1 and only Tile 2 will have the matching pattern of "blocks", so only Tile 2 can be placed there, creating a building that appears to be a single building on a single tile, but spans multiple tiles and can be very large.
- Note that this would allow a very large building, but it would still be more than one POI, so questing in it could only be done one tile at a time. It would be something you'd use less as a quest location and more for just clearing for the fun of it.
Ok, I know these examples may not be clear enough for you to understand what I'm suggesting, so I have included a small example I drew of the boulevard example. I'm not an artist, so please forgive the basic quality of it and the fact it is not centered and may not be sized properly.
Even with the picture, it may not be entirely clear what I'm talking about, so please feel free to ask for clarification on anything that you're confused about. But think of it this way. If you were to look at a tile from it's side (you normally view it from the top) and you were to see all the ground below and air above the tile for whatever heights you are using in your tile. From the side, imagine seeing the ends of roads and tunnels and such that reach the edge. Everywhere that you see these ends of roads and such, you would have the invisible "blocks" covering the entire width/area of them. Imagine those sticking out from the edge of the tile (they aren't, but imagine it...). Now, imagine trying to connect another tile to it where instead of sticking out, these are inset into the tile. If these invisible "blocks" line up, you can connect them like Legos. If they do not, they will not connect. RWG would be updated to look for these connections and only connect tiles that match. A clever tile designed can create a unique pattern like suggested for the very large building example that would allow only specific tiles to connect, allowing for a LOT of control over how things get placed in RWG. Of course, RWG is designed to create a fully connected road system (or at least going to a cap tile). For this to work, it would still need to function using the same tile types (straight, T-intersection, cross-intersection, corner, cap) and the tile designer would need to take into account how the tiles will be treated so they don't try using a cap without having the road end, for example.
I am suggesting this as a way to offer a significant increase to the creative options of tile designers for what would be a relatively "small" amount of work. It would certainly require work to make it happen, but there really aren't significant changes to how RWG already functions, so that is why I say relatively small. And all tiles would need to be updated to include these invisible "blocks", but there aren't a significant number of tiles (unlike if we were talking about POI), so it wouldn't take that much time to add this to the tiles. I believe the value greatly outweighs the "cost" to add this feature and would allow for a vastly greater amount of options for what you can do with tiles and RWG.
As one last note, by setting a maximum number of times a specific tile can be used within the town, you can prevent situations where things like the raised roads or boulevard would go crazy. For example, if you didn't have a maximum setting of 1, then you may have a single road turn into a boulevard, then turn into a single road, then turn into a boulevard, then turn into a single road, etc. Or a raised road that goes to ground level, then raised, the ground level, then raised. By setting specific tiles (the merge tiles for boulevards and the ramp tiles for raised roads to a maximum of 1, you'll only have a single boulevard or raised road in the city and it will not alternate. Now, RWG might make it just a 2 tile boulevard or raised road or it might make it a 10 tile boulevard or raised road. That would be based on the RNG nature of RWG, but that wouldn't really be a bad thing. And only having a single boulevard or raised road in a town isn't really that big of a deal in order to get the ability to have any at all.
Thoughts? Ideas? Feedback? I'd be interested to hear thoughts from everyone on this. It would be a significant change and improve the value of tiles drastically. I've only touched on a small number of ways this would help add control over the placement of tiles and the types of roads/etc. you could have with this. There are many other options, from simply having roads exit from different parts of the tile instead of the center, to having multiple roads exit the same side of a tile to being able to force RWG to connect specific tiles together to create what is essentially one huge tile since nothing else will connect to the pattern you use. The main part with using this is that you need to have all the necessary matching tiles for it to work. for example, if you don't have a tile that can allow a boulevard to end either at a cap or looped back around the way RWG closes off the roads of a city to finish it, you'll run into an error in map generation. The same for anything else. If RWG places a tile and is unable to place another tile because nothing matches, you'll have an error. It would be a requirement to have at least one tile that matches all connections on any tiles made. Tile designers should have no problem with that, but it is something that has to be understood.

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