Originally posted by Martin Gühmann
Yeah that is a really interesting thing, another idea: If you don't have montians or hills in your empire than sorry for you no stone working. That would be terrain dependent techs. It is true that this would require a new tech tree. As it would need a lot of auxilery techs that you get for having a good in your borders that can be checked over the CityCollectingGood function if the good is not traded otherwise I can check all the terrain tiles around the city, maybe the city[0] array can be used as loaction (city radius), that would make things easier, forts surroundings could be checked if the fort is finished.
Yeah that is a really interesting thing, another idea: If you don't have montians or hills in your empire than sorry for you no stone working. That would be terrain dependent techs. It is true that this would require a new tech tree. As it would need a lot of auxilery techs that you get for having a good in your borders that can be checked over the CityCollectingGood function if the good is not traded otherwise I can check all the terrain tiles around the city, maybe the city[0] array can be used as loaction (city radius), that would make things easier, forts surroundings could be checked if the fort is finished.
And for city area's for these goods to be available, could it be extended to your civs borders and work in the same way, that way you won't be too restricted in choseing your city site(but maybe this would be a good thing?). The fort thing sounds good too, if there was a specific thing you wanted outside of your borders you could use the forts Zone of control to gain control of that good/tile(sounds alot like Civ3's colony thing)? The thing that is nice about all this(if it can be worked out) is that balanced well it will add a big slice of strategy to the game, not to mention a bit more realism(and less of the one oil deposit on the whole map like in Civ3 ,maybe this is fixed, i haven't checked in a week or so?).
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