One of the nice things about calculating the distribution of infrastructure automatically is that I can try varying the parameters many different ways and seeing the effects quite quickly. It also means that I occasionally screw things up as I did a few weeks ago when I somehow stopped propagating infrastructure across the 18-mile hexes, leaving only the infrastructure points contributed by the settlements within them to define the 6-mile hex types. It created a very wild island which seemed like what I was looking for, though once I started looking into trade routes I realized my error.
This post is part of a series describing the procedural distribution of infrastructure and facilities in a pseudo-medieval TTRPG setting. If the reader hasn't read the prior posts, may I suggest starting here and reading in advancing chronological order?
This is what the result I had shown a few weeks ago should have looked like using a 12-mile radius or 120m elevation change to halve the infrastructure points propagated from a settlement's hex to others.
I'm interested to see what other parameter choices do here, so in this short post I'll run the program with a variety of these and show the results.
Here is the result when the influence of elevation is increased so that it takes only 60m of change to halve the infrastructure points or the same 12 miles of distance.
Going in the other direction, that is increasing the influence of distance instead of elevation change, where 120m of elevation or only 9 miles of distance halves the infrastructure.
Further restricting infrastructure to halve at only 6 miles or 90m of elevation change makes civilization sparser still.
Even this level of restriction on civilization is not wildly different from the 12-mile/120m configuration, but it introduces just a little more crossing of the wilds to get between some of the settlements and definitely has a more dangerous feel.All of this playing with numbers is silly, if it isn't clear what it's really representing. What this comes down to is travel time by foot since the general populace is largely restricted to that mode of transport for routine and emergency travel. The notable settlements are the largest, safest bastions of civilization on the island. The places people would escape the countryside for in the case of an invasion, perhaps.
On level, easy ground a peasant could probably make 12 miles in a 4 hour period if he didn't try to haul too much. Scottish mountaineer William Naismith devised a rule for planning hiking expeditions which indicates one should allow 1 hour for every 3 miles on the map, and an additional hour for every 2000' of elevation gain. There have been refinements and embellishments to the rule account for both uphill and downhill speeds as well as the fitness of the hiker and overall duration. After going down a few rabbit holes in this vein, I finally concluded that regardless of what figures I use for infrastructure "half-life," the ratio of distance to elevation change should be 3 miles to 1000' in order for those factors to influence infrastructure spread accounting for animal-powered machines being used rather than hikers in most cases. One might make the argument that lower-level infrastructure, like trails, which can handle elevation change more easily than wheeled vehicles could spread at a less elevation-sensitive rate and more distance-sensitive rate, but that level of care exceeds the precision of how infrastructure points will be applied.
Finally, here is where all this experimentation has landed. This is a population density view with the notable settlements shown.