I've implemented a lot of terrain stuff like maturing forests and the pollution system and boreholes which override the base terrain yield and tooltips for this stuff.
I was poking around with some stuff and i found that the Oasis can be changed into "rockiness" or like a shield from earlier civs, so it gives the tile it's on +1h.
Furthermore I was thinking it'd be interesting if that bonus yield depleted after a number of turns - at the moment I'm calling them Surface Deposits, they provide +1h.
I'm thinking of having them store a certain amount of hammers (a random amount) and after that many turns they deplete and vanish.
As a feature, if you were to build a forest on them, that would destroy the deposits. As such I'd probably have them accelerate the forest growth (they are magical fertilizers too ).
These depleting deposits would help accelerate the start while still encouraging timely terraforming.
I'm not sure what the base terrain yields will be but I'm thinking:
2,0 Rainy (Grassland)
1,0 Moist (Plains)
0,0 Arid (Desert)
-1,0 Dunes (Tundra)
-1,-1 Wasteland (Ice)
A river would have the effect of upgrading arid and dune tiles to 1f as a mini floodplain effect.
The negative yields means feature and improvement yield is reduced - making these permanently more marginal areas - with intensive terraforming a modest yield would still be achievable. Maybe mature forests could even eventually upgrade the land. (with paved paradise being initially far more productive on marginal land)
I'll post more on my balanced tile improvement ideas tommorow...
I was poking around with some stuff and i found that the Oasis can be changed into "rockiness" or like a shield from earlier civs, so it gives the tile it's on +1h.
Furthermore I was thinking it'd be interesting if that bonus yield depleted after a number of turns - at the moment I'm calling them Surface Deposits, they provide +1h.
I'm thinking of having them store a certain amount of hammers (a random amount) and after that many turns they deplete and vanish.
As a feature, if you were to build a forest on them, that would destroy the deposits. As such I'd probably have them accelerate the forest growth (they are magical fertilizers too ).
These depleting deposits would help accelerate the start while still encouraging timely terraforming.
I'm not sure what the base terrain yields will be but I'm thinking:
2,0 Rainy (Grassland)
1,0 Moist (Plains)
0,0 Arid (Desert)
-1,0 Dunes (Tundra)
-1,-1 Wasteland (Ice)
A river would have the effect of upgrading arid and dune tiles to 1f as a mini floodplain effect.
The negative yields means feature and improvement yield is reduced - making these permanently more marginal areas - with intensive terraforming a modest yield would still be achievable. Maybe mature forests could even eventually upgrade the land. (with paved paradise being initially far more productive on marginal land)
I'll post more on my balanced tile improvement ideas tommorow...
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