[Vote] (9-036) Atoll Map Effects

Include in VP?


  • Total voters
    103
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hokath

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Oct 3, 2013
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Motivation:
The sea is rather featureless. With a small "f". Features on the sea are Atolls, but they don't actually affect units at all.
It would be cool to have a bit more texture to the map.
In the future, I think we could think about at least the static weather version of @Tekamthi, but for now a small tweak.

Proposal:
Atolls
  • Requires 4 Moves (up from 1)
  • Has SeeThrough = 1, blocks sight like a Forest
  • Has +25% Defense bonus, same as Forest

Implementation notes:
I believe to see the +25% Defense bonus in the game UI it requires the Feature to be set to Rough
 
it seems to be one of those long lost forbidden civ 5 knowledge type things, but there's actually an unused water feature tucked away in the game files....

Spoiler :

1767401139067.png



could be a "shoal" perhaps, affects movement but not vision?

re: OP suggestion, i'm a big proponent of getting features in the water, this works for me. The specifics of the atoll attributes are not all that important to me so long as they get us away from the flat 1 move cost and clear vision. I also want some thematic realism to some extent, i'm not persuaded these features offer a strong defense bonus irl, but acknowledge it may be desireable gameplay nonetheless since moving into a 4-move plot will end turn for many units. Might play better if we made use of the extraMove and halfMove columns for some unit lines, maybe even block subs from entering the plots...
 
Last edited:
I believe to see the +25% Defense bonus in the game UI it requires the Feature to be set to Rough
What do you mean? Flood Plains and Marsh are open but have +5% defense.
 
Atolls famously have naval bases with submarines so I don't think they would do that.
Shoal is really cool, we would need the map-brigade to include it as well.

What do you mean? Flood Plains and Marsh are open but have +5% defense.
Hmm that's true. For some reason it doesn't show up at the moment in my version and my reading of the enemyunitpanel was that it needed to be rough.
Do you have any idea why that might be?
 
1767598351603.png

I don't see anything talking about rough.
 
Hmm strange. In my playtest, it didn't show in the panel (but does load in the database).
Is there anything about it being naval perhaps?
 
Sorry, it's actually this block, which is the below function. Still nothing about naval or rough or anything.
1767683991762.png


Spoiler More code :

1767684041143.png

 
The lack of capitalization of "Defense" is ignored?
I didn't show the API function CvLuaPlot::lDefenseModifier() which just calls CvPlot::defenseModifier()
 
Here's what you get in game
1767695129785.png

The database shows Atoll has Defense=25
Both Caravel are predicted to take exactly the same damage (and indeed they do, 37 and 36 with full health caravel both times)
 
The Rough column isn't even used now. A plot is rough if see through level > 2 (flat land = 2). Atoll would be open here with see through level = 2 (water = 1 + extra from atoll).

All boats have no defensive bonus regardless of the No Defensive Bonuses promotion, apparently.
 
Aha yes I see it.
I guess we can safely remove that?
Since only DOMAIN_LAND are able to fortify and the comment mentions that as the reason that "may be redundant with some other stuff"
 
For the meme let's add also that nuking atolls gives an amount of science and removes them.
 
All boats have no defensive bonus regardless of the No Defensive Bonuses promotion, apparently.
This bit
 
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