Could we tackle the problem david raised with Water for Health at the city connection end? I know we don't want roads, but could we limit the connectedness of cities somehow. Initially only cities on the same rock islands are connected and as you progress up the tech tree, cities on other islands also become connected.
I'd like to understand why more people in this thread seemed to be attracted by the Water for Food idea as originally presented. For example, would the reaction described in this post still happen if we go with Water for Health. The Water for Health option would be more subtle, less immediately obvious.
It's more splashy - you see it immediately and you get these water icons.I'd like to understand why more people in this thread seemed to be attracted by the Water for Food idea as originally presented. For example, would the reaction described in this post still happen if we go with Water for Health. The Water for Health option would be more subtle, less immediately obvious.
Well, I'm having some fun playing with the concept.
I completely removed water from all base terrain - so the desert planet is now really a desert. Feels right. Then I added in three grades of spring, producing +5, +7, +9 water respectively, and increased the prevalence until most city sites contained 3 or so springs. You can see that it still needs further tuning ... two of the richest springs in my starting square = insane growth. I'm going to play some more, when I get a nice balance I'll post the XML and graphics. (Yes, I'm going to fix the bitten bread icon)
On the plant life, I think all of: Sword Grass, Burro Weed, Barrel Cactus, Creosote and Sand Verbena would be plants that dew could be collected from. I'm thinking these plants can probably a very small amount of water unimproved and then a greater amount with the Dew Collectors improvement. I awould like to replace Inkvine which is native to Geidi Prime with Spiked Paintbush which is plant I noticed yesterday in the novel.
As of now I think the water sources will not provide any health/happiness so these can come from the plants and minerals. I'd still like spice to provide a happiness benefit too.
Ugh, and somebody get rid of those dam mushrooms already!
It doesn't really make sense for the landscape of Dune to be providing food from every tile either. It was one of the first things that irked me about the mod.
Simply getting rid of the mushrooms is obviously trivial in the xml. But the chop bonus seems pretty important. In the dead dev thread, we thought about using "rocks with lichen" instead. There is a marker stone resource available at the download database I swapped in previously but I didn't like the result much.
Do you have any suggestions?