Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
Currently Ancient Forests don't spread like normal forests or jungles.
This means, that if all your forests turn to ancient forests, no more forests will spread in your lands. This is bad because getting ancient forests is the end of forest growth unless you've got incense. This makes ancient forests like frozen forests, and leaves religion like the ending of growth.
Either a mechanic which randomly places new forests around empty tiles, or giving ancient forests a growth value, really low, should happen.
Personally i prefer new forests having a chance to pop up adjacent to any ancient forest, with high probability.
Also, it might be nice to have burnt forests, new forests, forests, ancient forests, all have differing defense, movement, and health values.
like:
Burnt +0% def / 1 movement cost / 0 health
New +25% def / 1 movement cost / .25 health
Normal +50% def / 2 movement cost / .5 health
Ancient +60% def / 3 movement cost / .75 health
Also, for ancient forests, it might be nice if they had more variability in appearance, like a few more variations where the tree placement is different. Currently when all turns to ancient forests, its very obviously patterned.
This means, that if all your forests turn to ancient forests, no more forests will spread in your lands. This is bad because getting ancient forests is the end of forest growth unless you've got incense. This makes ancient forests like frozen forests, and leaves religion like the ending of growth.
Either a mechanic which randomly places new forests around empty tiles, or giving ancient forests a growth value, really low, should happen.
Personally i prefer new forests having a chance to pop up adjacent to any ancient forest, with high probability.
Also, it might be nice to have burnt forests, new forests, forests, ancient forests, all have differing defense, movement, and health values.
like:
Burnt +0% def / 1 movement cost / 0 health
New +25% def / 1 movement cost / .25 health
Normal +50% def / 2 movement cost / .5 health
Ancient +60% def / 3 movement cost / .75 health
Also, for ancient forests, it might be nice if they had more variability in appearance, like a few more variations where the tree placement is different. Currently when all turns to ancient forests, its very obviously patterned.