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Remember this beauty? I'm playing it now on my old Amiga 1200.

enter image description here

My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable?

EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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You may want to rephrase the question. See this answer about how to do that: meta.gamedev.stackexchange.com/a/628/7191 –  Byte56 Jul 20 '12 at 21:48
    
@Byte56: I agree that his original question could have used more details, but well, the title does say "Settlers-like"... –  voithos Jul 21 '12 at 7:22
    
@voithos Yes, it says that now that it's been edited. –  Byte56 Jul 21 '12 at 8:43
    
@Olle That's fine, thanks for changing that. –  Byte56 Jul 21 '12 at 8:44
    
@Byte56: Ah, I missed that. Oops. –  voithos Jul 21 '12 at 8:46
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up vote 3 down vote accepted

You could check Widelands, it's an open source remake of Settlers and they have a wiki page where they explain how they made the terrain.

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Here the correct link for the wikiPage with all images: wl.widelands.org/docs/lua/geometry –  MatterGoal Jul 25 '12 at 11:55
    
@MatterGoal Link updated. Thanks! –  HenryHey Jul 25 '12 at 14:17
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