Valerarren
Chieftain
- Joined
- Jul 28, 2007
- Messages
- 80
Another couple idea that I didn't see suggested. Perhaps give
Idea #1: Let Malakim workers build Oases as long as they are not within 2 squares of an existing oasis.
Ideas #2: Why not give a small chance (~0.5% at normal speed) for one of several resources/features to be discovered on a desert tile that is in the workable terrain of a city.
Perhaps there could also be a greater chance for a resource (or perhaps just an oasis) to be automatically discovered adjacent to a city founded in desert?
Things that could be discovered might include
1. An oasis (maybe the most common)
2. Some mineable resource (gold, copper, iron, mithril if one has the right tech)
3. Horses or sheep? (nomads)
4. Certain luxury resources may also make sense in the desert (and maybe also reagents, etc).
Heck, why not make reagents a desert only resource (might help with the no-reagent problem, and make deserts more strategically important).
Idea #1: Let Malakim workers build Oases as long as they are not within 2 squares of an existing oasis.
Ideas #2: Why not give a small chance (~0.5% at normal speed) for one of several resources/features to be discovered on a desert tile that is in the workable terrain of a city.
Perhaps there could also be a greater chance for a resource (or perhaps just an oasis) to be automatically discovered adjacent to a city founded in desert?
Things that could be discovered might include
1. An oasis (maybe the most common)
2. Some mineable resource (gold, copper, iron, mithril if one has the right tech)
3. Horses or sheep? (nomads)
4. Certain luxury resources may also make sense in the desert (and maybe also reagents, etc).
Heck, why not make reagents a desert only resource (might help with the no-reagent problem, and make deserts more strategically important).