Arexack_heretic
Emperor
I agree with orlanth: features are can overlay any terrain and modify it's output/ affect terraincombat boni, without the need to store the turn0 initial terrain values in a sort of reference savefile.
my only problem with that is that features tend to not occlude the underying terrain.
another possibility is creating cursed land terrain for each type of not-cursed terrain.
a linked pair, one transformed into the other and back. (desert<->sands(desert), plains<->sands(plains), etc)
but that would be very cumbersome and too much trouble unless it became a game feature.
brainstorming on:
As a game feature, lands could take on the 'alliance' of occupying civs: 3 versions of each normal terrain, one evil, one neutral and one good. (cursed/blessed) Chaotic and lawfull type alliance would then be constricted to effects from improvements or features...
Cities could get terrain boni from lands of the same nature and negatives from lands that are opposite, neutral civs have less negative effects from either cursed or blessed lands. A civ's alliance depends on initial baseline of a civ + applied civics + used magics/resources + diplomacy. (approximately as done in FfH2)
my only problem with that is that features tend to not occlude the underying terrain.
another possibility is creating cursed land terrain for each type of not-cursed terrain.
a linked pair, one transformed into the other and back. (desert<->sands(desert), plains<->sands(plains), etc)
but that would be very cumbersome and too much trouble unless it became a game feature.
brainstorming on:
As a game feature, lands could take on the 'alliance' of occupying civs: 3 versions of each normal terrain, one evil, one neutral and one good. (cursed/blessed) Chaotic and lawfull type alliance would then be constricted to effects from improvements or features...
Cities could get terrain boni from lands of the same nature and negatives from lands that are opposite, neutral civs have less negative effects from either cursed or blessed lands. A civ's alliance depends on initial baseline of a civ + applied civics + used magics/resources + diplomacy. (approximately as done in FfH2)