Joliette
Chieftain
Stalin_Bulldog said:On the discussion concerning ancient forests, is it possible to flag locations as being chopped, so that every tile can only get shields(ahem hammers) for chopping once, but be able to be -/de- forested multiple times, and having ancient forests be a forest that can be planted ontop of a forest making it permenant?
That's a great idea to fix the infinite hammers loop. Instead of using a flag 'already chopped' for a previous de-forested forest you may just use a different terrain type called 'ancient forest' or 'enchanted forest' (see below). An ancient forest may then have another graphic representation that slightly differs from normal forests but has the same properties except the fact that chopping the ancient forest does not yield hammers.
Enchanted forests:
I like the idea to have different 'races' (--> religions) with different building types and unique abilites like in Starcraft or Warcraft. For the Elves that may be enchanted forests which can be planted by druids or elven archer. Enchanted forests have +1 food and +1 hammer more than normal forests. Furthermore they have a movement of 1 like grasslands/plains only for elven units to make them more valuable.