View Full Version : Mountain Tiles


Kasdar
Jul 31, 2006, 11:35 AM
I was wondering if there was a way to allow the working of mountain tiles. I think that especially for the dwarves, that this would add alot more flavor, as typically dwarves dont dwell in the hills but in the mountains. They would have to be improved by units that can move through mountains, like a special worker, but I think this would add some usefullness to the mountains and allow for some interesting possiblilities.

Sureshot
Jul 31, 2006, 12:07 PM
im hoping all the khazad units will be able to move and work and build on mountains, i know there must be some plan for it (since the Dwarven promotion gives double movement in mountains - atm they can't currently get up there though, and mountains need their movement cost increased)

i know that resources, improvements, cities, and roads can all be placed on mountains without bugs via the worldbuilder (roads can even be built already if you give a worker the "enter impassible terrain" ability; cities are tricky however, you have to build the city on a normal tile, then turn that tile into a mountain tile, then wait a turn, and the city will be on the mountain and look proper).

resources on mountains give no yields, but improvements on mountains give the yield that would normally be in addition to the base tile yield.

Tortanick
Jul 31, 2006, 12:48 PM
the problem with mountain cities is how do you attack them? Assume that the dwarves put a huge road in place?

Note I think a neet bonus of dwarven mountain cities would be an ability to seal the city off. attack is impossible even bombardment or spels but food, production, comerce, culture, and great people points goes down to zero.

Kasdar
Jul 31, 2006, 12:55 PM
I was thinking more having the cities themselves on the ground and being able to access resourcess and work tiles that are occupied by mountains

Sureshot
Jul 31, 2006, 01:06 PM
can fireballs and such enter impassible tiles like mountains? if not they should, so attacking mountain cities would be done with magic and rangers likely.

Civkid1991
Jul 31, 2006, 02:23 PM
can fireballs and such enter impassible tiles like mountains? if not they should, so attacking mountain cities would be done with magic and rangers likely.

yes, they can get to mountian tiles. Plus (im not totally sure but...) i think you can use tsunami to destroy the tile and the city.

Chandrasekhar
Jul 31, 2006, 02:34 PM
Perhaps having a city founded on a mountain could make the mountain no longer be impassalbe? Might be possible, I don't know, but I like the idea.

About working mountain tiles, I'd like to see mountains give a solid five :hammers: or so, to make it so that the dwarves eagerly seek them out. On the other hand, we have to be careful of playabilty here, of course, so maybe it would be best to flesh out the other Civs before we give the dwarves such a potentially powerful ability.

Civkid1991
Jul 31, 2006, 02:43 PM
Perhaps having a city founded on a mountain could make the mountain no longer be impassalbe? Might be possible, I don't know, but I like the idea.

About working mountain tiles, I'd like to see mountains give a solid five :hammers: or so, to make it so that the dwarves eagerly seek them out. On the other hand, we have to be careful of playabilty here, of course, so maybe it would be best to flesh out the other Civs before we give the dwarves such a potentially powerful ability.

What about having settlements instead of city.These settelments wouldn't be as good as cities but would be somewhat productive due to the plot that it ocupies.

Sureshot
Jul 31, 2006, 02:58 PM
im thinkin they need full cities, settlements are for those kurioaters!

bombardment would still work against them, collateral damage from fireballs and the like, magic in general, and ranger units would all be able to cause trouble there, so i don't think its ultimately powerful. and dwarves need some extra survivability.

im not sure how easy it is to do though, which is the main problem as i see it. i could do it with some very hacky workarounds, but im hoping theres a better way.

Kasdar
Jul 31, 2006, 03:05 PM
I still think the main city should be on the ground and not on the mountain kind of like an entrance to the mountain so that it could be attacked normally.

I wouldnt mind also if there were roads on a mountain tile that it would now be traversable by normal units. That would make the Idea of having a city on the mountain more plausible. Cause if there is a road it would be possible for most anyone to make it through although a severe penalty for movement might be in order.

Xuenay
Jul 31, 2006, 11:14 PM
I agree that it'd be really cool if the Dwarves could work mountains - a unique and flavorful ability. Something like 3-4 hammers, with possibly more gained on extra techs, would be appropriate. Probably easier to just let them *work* mountains, not build cities on them.

Does the design team wish to comment? :)

Zuul
Aug 01, 2006, 02:52 AM
Better if there was a new terrain type: mountains, and keep the peak too.

Thonnas
Aug 01, 2006, 05:35 PM
seems to me that dwarves dont work on mountains, but within them. actually having extra movement on mountains seems similarly inacurate, as they couldnt pass through a mountain unless there was a road that went into and out of the mountain. I believe there is to be a dwarven worker, and perhaps this worker should be the only standard unit to get automatic movement into mountains so that they could build roads and what not. (along with what ever resource bonus/penalty peeks will provide there should be increased build time for improvements)

Im not sure if the mechanics are the same or similar to civ3, but as long as there was a road connecting two tiles, an enemy could follow the road, if it were passable terrain or not. If civ4 is or can be made to act this way, building a city in a mountain would not be impracticle or (completely)imbalanced because there would/should be at least one road into/out of the city, and if a player were foolish enough to pillage that road, workers could be brought in to restore it.

QES
Aug 02, 2006, 01:14 AM
Wherefore should mountains be imporveable? Instead would it not be possible to have a building that added x amount of production from mountain tiles? Could not a building allow the addition of production from those particular tiles? THen workers need not get up there and build anything, there is no need to concern with whether or not units can pass through them. THe citizens would work the tile as it is available, through the construciton of various buildings, each building perhaps providing additional bonus from the particular tile.
-Qes

Kasdar
Aug 02, 2006, 02:21 AM
Wherefore should mountains be imporveable? Instead would it not be possible to have a building that added x amount of production from mountain tiles? Could not a building allow the addition of production from those particular tiles? THen workers need not get up there and build anything, there is no need to concern with whether or not units can pass through them. THe citizens would work the tile as it is available, through the construciton of various buildings, each building perhaps providing additional bonus from the particular tile.
-Qes


I dont really like this Idea. I would much prefer the mountains to be workable. and have the capabilities of having resources in/on them.


Im not sure if the mechanics are the same or similar to civ3, but as long as there was a road connecting two tiles, an enemy could follow the road, if it were passable terrain or not. If civ4 is or can be made to act this way, building a city in a mountain would not be impracticle or (completely)imbalanced because there would/should be at least one road into/out of the city, and if a player were foolish enough to pillage that road, workers could be brought in to restore it.

This is what I am talking about, but even if it wouldnt work this way just restrict the cities themselves from being on a mountain tile, and that would prevent any further problems with attacking a city.

chocmushroom
Aug 02, 2006, 08:01 AM
I have an idea, why not have all mountains to be workable by all races. To work on a mountain square takes twice as long as a normal tile
A mountain gives 2 hammers, with a mine gives 3 A mountain has a greater chance to contain gems, copper, iron, gold & Mithril. If these are mined they produce the normal benifits with an extra 2 production.

Now, here comes the thing, mountain walk is an ability which is unlocked with a tech, which you get one tech past when iron is revieled.
All Dwarven workers start with mountain walk........ No, to much of a benifit, they get it when Forge is avaliable.

QES
Aug 02, 2006, 10:56 PM
I dont really like this Idea. I would much prefer the mountains to be workable. and have the capabilities of having resources in/on them.


I know, but part of the virtue of a specific tile is in its relation to another tile. Deserts and mountains are "bad" tiles. THis makes the other tiles "good". We dont want to eliminate this fundamental dynamic without good cause. Simply making the mountains useful, deprives them of their purpose, same with desert. Now, If we wanted to say that dwarves in particular are less subject to the limitaions of mountains, then we can provide them with alternate means of development to encourage their living in/near mountains. But on the whole, the purpose of a "dead" space is to increase the value of "non-dead" spaces.

-Qes

Sureshot
Aug 02, 2006, 11:09 PM
i like how different civs have different 'deadspaces' myself, like for Lanun, farms are a dead improvement, pointless for them to build.

the reason i like that, is because then different civs value different lands, allowing some peaceful coexistence with optimality.

QES
Aug 02, 2006, 11:15 PM
i like how different civs have different 'deadspaces' myself, like for Lanun, farms are a dead improvement, pointless for them to build.

the reason i like that, is because then different civs value different lands, allowing some peaceful coexistence with optimality.

EXACTLY! Different dead spaces for different civs/races. Really we're talking about races here. Becuase if we had 10 human, 1 dwarven, and 1 elven race (for example) then 10 of the civs should be fighting over similar terrain, whereas perhaps the elves and dwarves would be off somewhere else becuase the basic terrains hold A) less value to them and B) the impassible stuff is more accessable to them.

IMHO the Subterrainian races should stick to the mountains and only war with non-subterraininan races out of principle instead of resource accumulation. The same is true of sea races and forest races. In a particular terrain set, races should quarrel over resources and land, but areas outside the optimal land for that civ would only be warred upon for reasons OTHER than resources and land.

The "how to get this to work" becomes the main question. Many people will argue that they do not want to maintain stereotypes and flavor-based empire building because it will detract from the game. But often these people also want to DO everything and BE everywhere with their particular civ. I argue that in a fantasy context, it's great when epic wars are done not out of economics and direct strategy and to "win"., but for religious, social, and moral, and STORY based reasonings.
-Qes

Kasdar
Aug 03, 2006, 02:00 PM
I know, but part of the virtue of a specific tile is in its relation to another tile. Deserts and mountains are "bad" tiles. THis makes the other tiles "good". We dont want to eliminate this fundamental dynamic without good cause. Simply making the mountains useful, deprives them of their purpose, same with desert. Now, If we wanted to say that dwarves in particular are less subject to the limitaions of mountains, then we can provide them with alternate means of development to encourage their living in/near mountains. But on the whole, the purpose of a "dead" space is to increase the value of "non-dead" spaces.

-Qes

Well how about making it so dwarves can work mountain and hill tiles but not flatland tiles? If this could be done, I dont know. But if tis could be dont with the dwarves and other races that have a particular habitat that they only get good resources and production ot of favored tiles.

Sureshot
Aug 03, 2006, 02:04 PM
im pretty sure you can take it a step further and make it so their units couldnt walk on flatlands too lol (theres an option for each unit to add terrains/features that they cant enter).

Yorgos
Aug 03, 2006, 03:51 PM
What about adding a promotion allowing units to move through peak? Mobility and Guerilla I are likely requirements. Then this promotion will be given for free to all dwarven units, and possibly to a few selected others, or even have an associated wonder/building (having all units build in a city receive this promotion for free).

Chandrasekhar
Aug 03, 2006, 05:57 PM
Well how about making it so dwarves can work mountain and hill tiles but not flatland tiles? If this could be done, I dont know. But if tis could be dont with the dwarves and other races that have a particular habitat that they only get good resources and production ot of favored tiles.

Man, when Unser gets here, he's going to be so [pissed], he's going to :gripe: you all to death. You're forgetting the fact that we don't want to make the races unique by limiting them, we want to make them unique by making them more powerful and specialized. I think that being able to work mountain tiles doesn't nearly make up for the lack of arcane units for dwarves. Combining it with the dwarven vault might even it up a bit, but there should still be another bonus (like always-workable, unpillageable improvements).

Kasdar
Aug 03, 2006, 10:59 PM
Man, when Unser gets here, he's going to be so [pissed], he's going to :gripe: you all to death. You're forgetting the fact that we don't want to make the races unique by limiting them, we want to make them unique by making them more powerful and specialized. I think that being able to work mountain tiles doesn't nearly make up for the lack of arcane units for dwarves. Combining it with the dwarven vault might even it up a bit, but there should still be another bonus (like always-workable, unpillageable improvements).


I was just trying to throw more ideas out there I still would rather add the ability to the dwarves to allow working mountain tiles , without limiting them to them.

QES
Aug 04, 2006, 01:25 AM
Man, when Unser gets here, he's going to be so [pissed], he's going to :gripe: you all to death. You're forgetting the fact that we don't want to make the races unique by limiting them, we want to make them unique by making them more powerful and specialized. I think that being able to work mountain tiles doesn't nearly make up for the lack of arcane units for dwarves. Combining it with the dwarven vault might even it up a bit, but there should still be another bonus (like always-workable, unpillageable improvements).

Much like an angry dwarf that has drank too much, Unser doesnt want to see the big picture (j/k).

Mountains, as they are now, are dead spaces to most civs. The purpose here isnt moving dwarves more powerful or less powerful. And your right, we dont want to differentiate races through limitation, but since limitation and use are already part of the game (Deserts and peaks) we can simply alter WHAT dead spaces are what. If we gave dwarves access to peaks, and lack of access to a different terrain type, then its NOT limiting the dwarves, its altering the already "in place" limitations. If we alter what "dead space" is for races, we alter their general progress, we dont weaken or strengthen them, as long as the general amount of production and numbers of types of terrain available are similar.

If we opend up peaks to dwarves (and only dwarves) while cutting off floodplain, for example, and peaks provided some similar amount of income (perhaps not identical, but similar) then they lose nothing, and gain particularly nothing, but instead have a different "feel" and flavor. (Unless you consider fighting over altered resources a boon).

-Qes

Civkid1991
Aug 04, 2006, 01:35 AM
we can simply alter WHAT dead spaces are what. If we gave dwarves access to peaks, and lack of access to a different terrain type

Access to moutians/peeks and limited access to water tiles (no ocean movement?)

QES
Aug 04, 2006, 01:41 AM
Access to moutians/peeks and limited access to water tiles (no ocean movement?)

The problem (while i agree it fits the theme) is that without access to water tiles, dwarves would be stuck on whatever continent they started. THis could create MAJOR power differentials later on. This balance issue would never be mitigated.

THe solution perhaps is to deny them "normal" ships. And perhaps dwarves must hire "mercenary" vessels. In this, they'd be limited to expensive and annoying ships, but not completely eliminated from travel at sea. I still do not imagine very many desert river dwarves, Hence floodplain elimination. Granted were I to start a D&D campaign today, i'd wanna be a desert-river dwarf :p.
-Qes

Civkid1991
Aug 04, 2006, 01:50 AM
yea but thats true for many races... you rarelly see a Elf or orc taking a stroll down the nearest desert-river :)

Chandrasekhar
Aug 04, 2006, 02:05 AM
Yikes, isn't losing tier 3 and 4 spellcasters enough balance? Kael has said that he's a fan of making the Civs as a whole balanced, even if individual features aren't. Giving the dwarves access to more terrain types while restricting other things is perfectally in line with the current precedents.

Sureshot
Aug 04, 2006, 11:49 AM
no no, they need to be crippled more heavily since they'll have some production bonus

Khazad > Ljosalfar, so they need to be crippled until no one would consider playing them.

Sareln
Aug 04, 2006, 02:59 PM
no no, they need to be crippled more heavily since they'll have some production bonus

Khazad > Ljosalfar, so they need to be crippled until no one would consider playing them.


You're starting to sound like Wizards R&D (The guys who partially design new magic sets and who are universally blamed when the set is less than awesome).

Sureshot
Aug 04, 2006, 03:11 PM
can't say im familiar with R&D? whats that?

anyways, personally i'm of the volition that every civ should get great new bonuses all around, but the previous poster likes the lambast the Ljosalfar because of a simple +1 :hammers: bonus in some conditional tiles.

so, rather than argue, i feel its better to simply try to achieve for the dwarves that which he seeks to achieve for the elves. who knows? maybe he's right and a vanillized FFH2 with every civ being equal in every respect will somehow be better.

Kasdar
Aug 04, 2006, 10:07 PM
can't say im familiar with R&D? whats that?

"Research and Development"

AlazkanAssassin
Aug 07, 2006, 09:57 AM
I'd say give the dwarves the ability to work peak tiles, but not the ability to build improvments or citys on them.

Peak tile yields could scale upwards with certain technologys.

Base yield: 1:hammers:

Mining +1:hammers:
Smelting +1:hammers:
Metal Casting +1:hammers:

Way of the Earthmother +1:commerce:
Arete +1:commerce:

Or whatever techs would make it comprable to other tile yields available at the time or maybe a little bit less then the mined hills yield

Silverkiss
Aug 07, 2006, 10:12 AM
I think it should be actually MORE than the mined hills...

AlazkanAssassin
Aug 07, 2006, 10:55 AM
If the tile can immediatly produce a high yield, without any worker improvement, and can't be pillaged, it should have some downside, even for the dwarves. Exact yields are really a ballance issue and I would go with Kael's strategy of making incemental changes.

Right now peaks have zero yield. Give them some low amount to see how well it works. Then decide if it should be more/less then you gave it.
I wouldn't want the dwarves to be so powerfull/synergised with peaks that they would be woefully underpowered without them.

BCalchet
Aug 07, 2006, 10:55 AM
I'd like to see spells affecting mountains - perhaps an earth spell to push mountains around, turn one mountain tile into several hill tiles, or just a way to blow the damn things up.

It'd be neat to be able to push a mountain into the sea, turning a coast tile to desert - building bridges, destroying enemy naval stacks, and so on.

Further uses might include dropping them on your enemies, making mountain-walls to block enemy movement, just leaving a dozen or so of them in the lands of your enemies, and so on - it'd turn mountains from annoying obstacles into a resource of sorts.

Not sure how possible these things are, but still...

Chandrasekhar
Aug 07, 2006, 04:23 PM
It's my personal opinion that peaks are common enough that synergizing the dwarves with them wouldn't make them nearly as specailized as, oh, say, the Lanun.

Kasdar
Jun 27, 2007, 02:59 PM
I thought this thread needed another look at.

Greeneyedzombie
Jun 28, 2007, 02:52 AM
I like the idea, of the dwarves bieng able to work mountains.
Why not also make the dwarves like the lanur? (seafaring people) that they get 1 less food from farms, and 1 extra food from hills? maybey a spell to, for their priests to create hills?

CyberChrist
Jun 29, 2007, 02:43 AM
Peaks could just naturally provide 1 food/labor/commerce each(for the dwarven races only) without any need/ability for workers to build improvements.

Arpymaster
Jun 29, 2007, 03:26 AM
The problem with peaks are we all have in mind the images of Moria, and all the D&D/DragonLance idea of dwarven cities under the mountains.

I don't remember if in the LOTR Tolkien named surface cities for the dwarves, but the idea we all players have is dwarves should live and work inside of mountains.

If dwarfs can not work "normal" tiles, then they won't be able to grab many of the resources like grain, cows, or even iron. So giving them peaks and taking out plains, or water, in no solution.

Maybe, maybe, let them work peaks +1:food: +1 :hammers: and with mining, arete, etc increase the :hammers: and maybe gold (let them build mines in the peaks, but they would take many many many turns, as even the dwarves need years and years to build their mines/cities under the mountains).

So this would make dwarves to see peaks as an interesting option, but ... what if they couldn't irrigate? Let them work the plains, so they will have :food: to keep growing their cities and access to the resources spawn in those tiles, but their cities won't be that big.

And thanks to the peak bonuses, the dwarfs will try to find a balance between peaks and "normal/good" terrain.

Mines in the peaks should have the old "dwarf mine", and so not be pillaged.

----------------
Also, letting the rangers to walk on peaks meant a nasty surprise in one of my last games, when an army or rangers enterered my borders and pillage/took my cities.

Sureshot
Jun 29, 2007, 03:45 AM
rangers are recon, and can't pillage, but they can take cities, but they aren't too effective at it.

Arpymaster
Jun 29, 2007, 04:05 AM
When your inner cities behind a wall of soldiers fortified on hills only have a unit or two... even a ranger can take such a city
And being in a war against 3-5 AIs didn't help either.

What do you thing about my peaks/no irrigation idea?

Sureshot
Jun 29, 2007, 04:22 AM
i think lanun set a good precedent, just do -1 food on farms and make mountain tiles self-sufficient with a bonus.

like, sea water tiles for lanun are 2 food, 2 commerce. make mountains 2 food, 1 production, 1 commerce. then the tile can support its population point, and provide some production/commerce. bonus production and commerce from techs or buildings then could help it out, the way that lighthouses and financial help out lanun.

mining would be necessary to work them
arete could add +1 production, forge could add +1 commerce
in the end it could be something like 2 food, 2 production, 2 commerce.

dwarven should also allow walking on peaks.. i thought that was supposed to be in a long time ago, but ive never seen it work, though i don't play dwarves much myself.

Arpymaster
Jun 29, 2007, 04:47 AM
Dwarven maceman walked on peaks several versions ago... I haven't reach them (investigate their tech) again in my last games to check them

Sureshot
Jun 29, 2007, 04:51 AM
ah thats nice, ive made their macemen but never played them enough to try walking on peaks with them heh

Arpymaster
Jun 29, 2007, 04:57 AM
I think I found it by chance, when they took the fastest route to their destiny by walking over a peak

vorshlumpf
Jun 29, 2007, 01:46 PM
I'm not sure if they've ever walked on peaks. Perhaps you had a dwarven ranger or druid?

Rex rgis of Ter
Jul 10, 2007, 08:59 PM
I like peaks in civ 4, because they allow choke points. I think dwarves and RoK should get a production or gold bonus from peaks. I think having improvments would require you to make your workers to travle over impassible, and so could go over ice as well, which would be wierd.

kenken244
Jul 11, 2007, 11:14 AM
no they couldnt go over ice because ice is a water overlay and dwarven workers arnt naval units

MagisterCultuum
May 21, 2008, 11:34 AM
Just so you know, you actually can work any peak tile that has any yields. Peaks just don't normally have yields, and they are hardcoded so that you can't give them yields in XML. You also can't give them extra yields with techs though xml, allow resources to show up there (well, guess mapscripts might be able to), or ever build improvements there (even on resources).

You can allow roads to be built there (by workers that can move impassible) if you change the <bWater> tag, and you can change visibility and movement costs. Also, yields, bonuses, and improvements are not too hard to add in Python. (For some reason I've had trouble placing roads in python, but I'm not sure why.) I not quite sure how Rhye's lets the Incans get extra food from peaks, but it could probably be copied.


For a long time I've been changing Motherlode to give extra yields from peaks within your borders, and also make resources (gold, gems, copper, iron, mithril, marbe) and improvements (mines, quarries) show up there. In an earlier version, I tied the same effect to completing a new Khazad UB. Hmm...now that I think of it, a repeatable ritual might have been a better idea.

I'm letting units following RoK and serving RoK civs get xienwolf's Mountaineer promotion, letting them move though impassible. I know it will require Arete, but I'm not sure of the promotion prereqs yet. I do think that Dwarven should be an Or prereq though, so dwarves can get it sooner. Stonewardens will probably start with it. In my 0.32-based modmod, I'm planning to give stonewardens a new spell: Delve. This can be cast on hills or peaks, and will take several turns to cast. It will have a chance of discovering gems/gold/copper/iron/mithril/marble and building a mine/quarry and a road on the tile. There may also be a small chance of directly boosting the tile's yields. I'll also consider having it add mushrooms, especially when cast by a dwarf. It won't always be successful. Sometimes it it merely fail, and sometimes it may have more dire consequences (like causing earthquakes and awakening Barbarian Balors)

civ_king
May 21, 2008, 05:40 PM
what about some tech that allows like mushroom farming in mountains? and a super breed of mushrooms? so 1/2/0 normally and 3/1/1 with mushrooms?
(food/production/commerce)

B0b1n4t3r
May 21, 2008, 09:01 PM
I got an idea that i think would make alot of sense, taking inspiration from the lanun, let Dwarfs build their version of a pirate cove. It would probabaly start as a deep mine then upgrade to a shaft mine then a dwarfen hall and lastly a mountian fortress or something. it would provide similar boost as a pirate cove just built on a mountain. it would provide production and commerce depending on its level and couldnt be built within 3 spaces of another it would also provide a defensive bonus and maybe has a chance to discover minerals. i dont see any problems with this and it is not overpowering in any way.

MagisterCultuum
May 21, 2008, 09:48 PM
Well, it would have to work though a spell using python and the units that build it (presumable Dwarven workers) would have to be able to move impassible. I'm fine with this, but I still prefer the Delve spell for Stonewardens.

B0b1n4t3r
May 21, 2008, 10:52 PM
The delve spell sounds like a good idea for the dwarves and the mushroom reasource would be a cool unique reasource for the dwarfs. (maybe even make mushrooms appear on hills) are you planning on just putting down a mine to get access to mushrrooms or what sort of improvement?

MagisterCultuum
May 21, 2008, 11:14 PM
Actually, Kael has added mushrooms as an improvement (similar to penguins I'd guess) instead of a resource. I don't really want to go though the trouble of making a new resource (especially if there is an improvement by the same name), so I'll probably just use his. I'm guessing it will give a food bonus. For all we know, it will automatically appear on peaks.

schlalex
May 27, 2008, 08:56 AM
As Magister said, i could not just give peaks yields via XML.
So how ist it possible to do that?
Anyone has an idea?

ShadowOfADoubt
May 28, 2008, 09:45 PM
I had another thought for peaks which might be good. The Khazzad would have a "Dwarven Digging Team" or some such thing. This unit would be able to move on peaks, and build the "Dwarven Keep" in peaks which would be a special type of city.

This would be where the Khazzad keep all their hard earned treasure. It would not produce anything but it would be required for the Khazzad to get their Gold bonus. The bonus could be given in the current way, or through a mechanic like the dragon's hoard. If the keep is taken in battle, then the conqueror would either take all of the gold, or get the bonus themselves.

Being an underground city it would have very high defence, but it would be good if we could limit the number of units allowed in the city at one time.

This could make for some interesting strategic choices...

Verily
May 28, 2008, 10:50 PM
As Magister said, i could not just give peaks yields via XML.
So how ist it possible to do that?
Anyone has an idea?

Send a message to Rhye. He managed to do it for Rhye's of Civilization.

MagisterCultuum
May 28, 2008, 11:17 PM
Rhye used both python and C++

It isn't hard to run a python function that boosts the yields of peaks. All you'd have to do is place something like for i in range (CyMap().numPlots()):
pPlot = CyMap().plotByIndex(i)
if pPlot.isPeak():
CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_PRODUCTION, 2)
CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_COMMERCE, 1) in the def onGameStart(self, argsList): define in CvEventManager.py (this code will successfully give all peaks 2 hammers and 1 commerce. I said "like" because you may want different yields)

It might slow the game while loading, but since it is only done once it shouldn't slow things down any more than using the End of Winter option. Actually, it would probably be faster, since there is no random number generation for each plot involved.


If you only wanted one civ (probably Khazad) to get the bonus, things would get a lot more complex. I'm not sure how Rhye did it, since he added things to the DLL and I don't have the C++ source files. I'd probably run code similar the above whenever cultural borders change, boosting peaks in Khazad territory and reducing it elsewhere. Of course, this could really sow things down though, and is probably not the best approach.


You could also tie this to a (probably World) Spell or the completion of a building or Ritual if you prefer, as I did in earlier versions. In this case, you'd probably boost all peaks in the civ's territory at the time.

If you want, you could also place resources, improvements, and roads on the peaks in the same place. (This would probably be done using a random number generator, and either lists or lots of if statements) (I've had some trouble placing roads, but I'm not sure why. If you change the bWater tag for ppeaks to a 0 though, then workers with the ability tom move impassible can build roads there. I'm not sure why this works but improvements don't)


A spell like Delve would work the same way, but would only effect the caster's tile instead of cycling though the entire map. Thus it would be much faster and more efficient. (Although it would need a python prereq to make sure the terrain in a peak)

Marnok
May 29, 2008, 02:39 AM
A bit sideways perhaps, but I was thinking when playing vanilla CIV that perhaps mountains adjacent to a city could add a defensive bonus to the city. Say +5. So if you build inside a little horse-shoe of 7 mountains, you would get +35 defence.

JanusTalaiini
May 29, 2008, 06:40 AM
I like peaks in civ 4, because they allow choke points. I think dwarves and RoK should get a production or gold bonus from peaks. I think having improvments would require you to make your workers to travle over impassible, and so could go over ice as well, which would be wierd.

This is my concern about making dwarves (or anyone else) able to work peaks, too. If peak tiles are no longer impassable, it takes out a lot of the strategy for choke points, priority military targets, etc. the fact that peaks can't be traveled across is one of my favorite things about the civ 4 setup, actually. It makes travel conduits actually mean something.

CMHistory
May 29, 2008, 01:09 PM
How about mirroring the FoL Ancient Forest creep effect for mountains inside the cultural borders of civs with RoK? Instead of Ancient Forests developing in Forested squares, augmenting their value, a new improvement could have a similar chance to "grow" over any mountain in range? Call it "Tunnels of Kilmorph" or somesuch, let it grant production ability to mountains. It wouldn't affect as many tiles as the FoL Ancient Forest expansion, so the production bonuses could be higher to compensate.

Just a thought....it doesn't ALL have to be about dwarves, after all....though it would synergize well if the Dwarven promotion allowed movement through the "Tunnelled" mountains, much like Elven workers build improvements without taking out the Ancient Forests.

MagisterCultuum
May 29, 2008, 02:53 PM
That could be interesting, but it would require some significant SDK work or a processor intensive python function run every turn. Currently I don't think there is the capacity to to spawn religion-specific features on their own on certain terrains (or to change terrains), just to upgrade existing features. Also, I don't think that a feature can (currently, at least) make an impassible terrain passable. The way the game engine handles peaks could cause problems even if you could. You'd probably need to remove the peak and replace it with a similar looking feature.

Currently promotions cannot allow movement in impassible terrain/features. In xienwolf's xml modcomp they can, but not for specific terrains/features.

Tunnels of Kilmorph doesn't sound very good. Caverns of Kilmorph would be better.