davidlallen
Deity
Fresh Water is used for three things as of 1.5.4:
1. Adding a hammer bonus to towns
2. Required for a plot to terraform
3. Prevents spice or sandworms from adjacent plots
#1 is a standard part of the game which we are not using very much. Each improvement can have a separate yield bonus when it is irrigated. I suggested splitting the dew collector bonus into 1 normally plus 1 with fresh water; but this was voted down. We are not passing irrigation through improvements; we could, but it isn't used today.
The sdk handling for fresh water is very simple. There is a function isFreshWater(plot), which checks every adjacent plot for a feature with the fresh water flag. It is not cached. So to implement a 2 plot radius for Reservoirs, what I do is put a fresh water feature in the four vertically/horizontally adjacent tiles of the city.
I guess the benefit of a *zero* tile radius (ie same tile only) would be for #2, and #3 to some small extent, but obviously it would not affect #1.
Any thoughts?
1. Adding a hammer bonus to towns
2. Required for a plot to terraform
3. Prevents spice or sandworms from adjacent plots
#1 is a standard part of the game which we are not using very much. Each improvement can have a separate yield bonus when it is irrigated. I suggested splitting the dew collector bonus into 1 normally plus 1 with fresh water; but this was voted down. We are not passing irrigation through improvements; we could, but it isn't used today.
The sdk handling for fresh water is very simple. There is a function isFreshWater(plot), which checks every adjacent plot for a feature with the fresh water flag. It is not cached. So to implement a 2 plot radius for Reservoirs, what I do is put a fresh water feature in the four vertically/horizontally adjacent tiles of the city.
I guess the benefit of a *zero* tile radius (ie same tile only) would be for #2, and #3 to some small extent, but obviously it would not affect #1.
Any thoughts?