nick0515
C7 Fanatic
It's always bothered me immensely that you select a civilization and then on a random map you can start off in any terrain and it may completely miss-match your culture, eg. Scandinavia in the desert.
I've had an idea but it has many downsides and potential problems. I'd like to put out some of the ideas for discussion and I have some questions other modders may be able to answer.
Here's the basic idea:
There are certain resources (luxury or strategic) attached to certain terrain types.
There are certain wonders for each culture group and each of these terrain specific resources that require that resource to build and it must be within the city radius and also requires the palace.
This wonder places a building in all cities you have.
This building is required for many culture specific buildings that produce most or all units (I know at least one must be buildable).
All civs are generic and not based on real civilizations, made up names etc. The idea is a historical simulation rather than playing out real history.
Example:
You choose Asian Civ 1. You start off in plains with a plains specific resource within range of your settler. You start a city and build the Wonder Asian Civ Plains which puts a building called Asian Civ Plains City in all you cities. This building allows you to build a barracks which auto-produces an Asian Plains Warrior unit every 10 turns. Etc etc...
So your units would be all flavour units that create the feeling of a certain culture appropriate to the terrain type.
Eg. an Egyptian like Civ could exist on flood plains, Viking-like civs near mountains and coastlines, Germanic-like civs in forests etc etc.
Now there are many flaws in this idea and I may not have explained it very well. Please ask questions and offer solutions to problems you for see if you can.
Some big problems are:
1. You may not start off near any particular resource and therefore have no resource, no wonder, no buildings and no units.
EDIT: After some testing can't really find a way to make sure you start off near a resource even with only a few terrain types allowing cities and setting all strategic/luxury resources to only those terrains.
2. What would happen if the city were taken by another civ?
Some questions:
1. Can settlers still start off (ie. start location generated) in a terrain type on a random map that doesn't allow cities to be built there?
EDIT: Just tested this a bit. By making all terrain except one type not settleable, the random maps with 60% water put all starting locations on that one terrain type, with 80% water it put most cities on that one terrain type but some on other types, presumably to avoid too many cities too close together. So in short it does affect where starting locations go but it overrides this if it needs place cities not too close together.
2. What do you think? Totally unworkable?
EDIT: In light of the problem with no resources being in the first city's radius, civilizations could have an initial generic line of units and once they settle near enough to a terrain specific resource then the wonder can be built in that city thereby starting the process of having flavour units and buildings based on terrain.
I've had an idea but it has many downsides and potential problems. I'd like to put out some of the ideas for discussion and I have some questions other modders may be able to answer.
Here's the basic idea:
There are certain resources (luxury or strategic) attached to certain terrain types.
There are certain wonders for each culture group and each of these terrain specific resources that require that resource to build and it must be within the city radius and also requires the palace.
This wonder places a building in all cities you have.
This building is required for many culture specific buildings that produce most or all units (I know at least one must be buildable).
All civs are generic and not based on real civilizations, made up names etc. The idea is a historical simulation rather than playing out real history.
Example:
You choose Asian Civ 1. You start off in plains with a plains specific resource within range of your settler. You start a city and build the Wonder Asian Civ Plains which puts a building called Asian Civ Plains City in all you cities. This building allows you to build a barracks which auto-produces an Asian Plains Warrior unit every 10 turns. Etc etc...
So your units would be all flavour units that create the feeling of a certain culture appropriate to the terrain type.
Eg. an Egyptian like Civ could exist on flood plains, Viking-like civs near mountains and coastlines, Germanic-like civs in forests etc etc.
Now there are many flaws in this idea and I may not have explained it very well. Please ask questions and offer solutions to problems you for see if you can.
Some big problems are:
1. You may not start off near any particular resource and therefore have no resource, no wonder, no buildings and no units.
EDIT: After some testing can't really find a way to make sure you start off near a resource even with only a few terrain types allowing cities and setting all strategic/luxury resources to only those terrains.
2. What would happen if the city were taken by another civ?
Some questions:
1. Can settlers still start off (ie. start location generated) in a terrain type on a random map that doesn't allow cities to be built there?
EDIT: Just tested this a bit. By making all terrain except one type not settleable, the random maps with 60% water put all starting locations on that one terrain type, with 80% water it put most cities on that one terrain type but some on other types, presumably to avoid too many cities too close together. So in short it does affect where starting locations go but it overrides this if it needs place cities not too close together.
2. What do you think? Totally unworkable?
EDIT: In light of the problem with no resources being in the first city's radius, civilizations could have an initial generic line of units and once they settle near enough to a terrain specific resource then the wonder can be built in that city thereby starting the process of having flavour units and buildings based on terrain.