Re: Re: {The List} Terrain and terrain improvements
I really like this idea. 3 different types of desert tiles. I have 2 things to Add.
1. To get to a pure desert tile it would need to be bordered by this arid region kind of like the ocean needing costal squares.
2. The desert squares should show up in larger blocks, and potentially the deesert squares could have a movement penalty(say cost 2) as well as a defensive penalty(and say -50%).
3. How about resources showing up where they are expected. Oil more prevalent in the desert, gold in the hills, etc.
3.
Originally posted by Bleyn
As such, I would suggest that if there is going to be non-irritigable desert, there should also be an arid region that is irrigatable that is more like the current desert. In fact, the arid region should probably be at least if not more prevalent than true desert.
As such, I would suggest that if there is going to be non-irritigable desert, there should also be an arid region that is irrigatable that is more like the current desert. In fact, the arid region should probably be at least if not more prevalent than true desert.
1. To get to a pure desert tile it would need to be bordered by this arid region kind of like the ocean needing costal squares.
2. The desert squares should show up in larger blocks, and potentially the deesert squares could have a movement penalty(say cost 2) as well as a defensive penalty(and say -50%).
3. How about resources showing up where they are expected. Oil more prevalent in the desert, gold in the hills, etc.
3.
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