Hi Steph. Great Idea.
You've asked for terrain ideas; well I have a boatload of suggestions for you:
First, I would like to see you somehow activate the terrains that already apparently have flags, such as the LM Terrains the Embryodead identifies in this "
adding terrain files" tutorial.
As an entirely new overlay type, I'd suggest Navigable Rivers, which would use the road graphic map remade with graphics like Pounders Wide Rivers graphic, and would be navigable only by sea vessels. Extra points if we can put bridges where they intersect roads (see my next suggestion). Another term for this would be "roads that can be (only) navigated by sea vessels".
An associated type of overlay graphic would be a Bridge. It would, of course. only be able to be built over a 'navigable river'. It would allow
both sea vessels and land units to cross that
one particular tile. It would use one of four graphics: East-West, N - S, NW - SE, NE - SW, depending on which adjoining tiles have roads. If no adjoining tiles have roads, the bridge could not be built.
BTW, the regular road graphics and the regular river graphics are arranged in layers in such a way that a road never passes
over a river. Can that be fixed?
I've been thinking about how you'd make railroads more realistic, i.e., make train units possible, and useful. The obvious way to do it would be to somehow be able to set individual movement rates for units along railroads, so that only a train unit could move more than one space at a time on a railroad. That way, other units could pass over a railroad, but would shun the use of it. Another way to do it would be to have a class of unit, like the "wheeled" units, that would move freely along railroads (but not roads), and not at all on other terrain. That class would be "Train" units.
A similar method could be used to encourage the use of automobiles on freeways
(Remember, freeways should always pass over
everything, including roads and rails).
Of course, the ideal would be if the user could add new types of road or rail directly from the editor: e.g., TYPE: railroad, MOVEMENT RATE: 6, FILENAME: Freeway.pcx
Each new road type would have to be linked to a new road or railroad-format pcx.
Another type of overlay could be a "Tunnel" which would place a tunnel on a mountainside wherever a road intersects a mountain. Based on the same principle as the mountains-rivers file, the tunnel graphic would ideally be optional.
Perhaps we could have a 'trestle' graphic that would appear whenever a railroad connects two mountain tiles.
I remember that someone had suggested a "fishing" graphic that would allow the building of "colonies" on water, so that a resource (i.e., tuna) could be placed away from shore, but be accessible to seafaring civs. Another sea colony type might be an offshore platform. This would also allow the space scenarios to build useful Space Stations (Deep Space 9?)
For that matter, being able to choose from different types of mines would be also useful, so that the "mine" graphic could be assigned to mountains, but a different type of mine, the "factory" could be built on grassland, and perhaps a "ranch" on plains.
Maybe when the player hits the 'mine' button a window could pop up with a multiple choice...
How about different types of outposts? A mountain outpost can already see farther than a hill outpost, of course, but a "lighthouse" might see farther
over water and only be able to be built on coast tile. A "ranger station" might see farther over trees, and be built only on Forested tiles, etc.
Allowing Ruins to be civ or culture specific and retain culture on capture would also be fun.
Finally, allowing changes in the base terrain and overlays by era, or as long as you're at it, by
seasons (on a clock: changes every x turns) would expand graphic possibilities exponentially. Rivers could be made to produce less food and more commerce in the modern era. Ice Ages or Nighttime terrain could then be distinct possibilities.
"Doorways" between simultaneously open linked maps, allowing more barbarian civs, allowing barbarians to build more than two units, and making a "no raze" option available without having to use an exe file are among my non-terrain wishes. I would like to see a One Tile One Unit Rule (with an exception for Aircraft of course). And if we could only make the AI use land transports!
Of Course, I really don't know what you can or can't do here, so I'm just submitting ideas with no idea if they're practical or not for you. I hope something I've suggested is useful nonetheless. I'll be glad to put sample files together of anything I've described above if you think that it's possible to do. In fact, I'd jump at the chance to see any one of these things come to pass...
Merry Xmas
Bal