Possible way around the 5 separate City Graphics rule

Olorin0222

Maia
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I was wondering just how realistic this would be, or if its just too far past my bed time and my mind is playing tricks on me :crazyeye:

For scenarios, it would be possible and relatively easy to make specialized city graphics (like my recent LOTR ones) LM terrain and preplaced in certain spots in the scenario. Normally this wouldn't work, because the city graphic would just cover it up. But what if there was no city graphic to be placed on top of the LM terrain?

What I mean is, what if, for example, the metropolis city graphic spot was left blank--just a patch of magenta. When a metropolis is then placed in a scenario, the computer would read it as blank then, and place the name of the city in it's normal position along with the city pop and production, but there would be just the terrain showing where the city would usually be, correct?

An example of its use, to use LOTR as an example again, would be Isengard and Barad-Dur, which for most scenarios are in the same culture group. By making the Isengard City Graphic the LM Grassland terrain, and Barad-Dur the LM Desert terrain, and leaving the metropolis spot a patch of magenta, it would show graphics of both Isengard and Barad-Dur, which could be the same tech level, city size, and culture group, but the individual graphics would still show.

I know this would be impractical for scenarios where cities growing into metropolis is a factor, but for more static city population scenarios, this might just work.
 
You could have multiple metropolis, because each metropolis would just show the terrain underneath it.

Yeah, it would be a pain to have a different LM Terrain for each city, but it would allow for more variety in the graphics for major cities.

For multiple Mountain LM Terrain cities like you have, you could always make the picture the way you want, but call it LM Ocean or LM Jungle too to create more cities.
 
I thought of something alike some time ago. Using resources instead of terrain. The drawback is that resources aren't very big. However it would allow of a unlimited number of different cities.
 
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