I agree the lagoon tile should have different art somehow (maybe just sandbars?) but I really like the idea.
No, I'd say they're equally stupid.No, unlike naval units ending turns in a city, which is not stupid.
What do you think about having a true Venice in the water?
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And still you give no reasoning... I've been trying to be discrete but I'll ask straight out, WHY IS UNITS ENDING THEIR TURNS ON ISLAND-LIKE TILES STUPID???Of course, you're allowed to be wrong.
Yeah, it should probably prevent access to everything but settlers. The defense bonus would then only apply when there's a city anyway. And of course I can reduce it to say 50%.This lagoon idea is very interesting. Some thoughts:
- Unless a city is on the tile, regular military units should probably not be allowed on it (similarly to marshes). And the 100% defense bonus (which btw sounds a bit high) doesn't really make sense unless there's a city
I also considered that, but it doesn't quite seem right. It's reclaimed land and not a lagoon.- I'm trying to think of other places where a lagoon might be appropriate. Maybe it would make some sense in the Netherlands? Have you experimented with that
Interesting. I hadn't considered that. Even without new art lagoon plus islands could actually be a good way to represent atolls.- It might also be interesting to see if the lagoon can be used in the Pacific to better represent atolls. If someone can add sandbars around it, it could end up looking quite nice, and add some terrain diversity to Oceania.
- One place it would actually make sense to have a watery tile with a city on top is Nan Madol, on the island of Pohnpei in Micronesia. Of course we don't have a civilization that would ever found that city, but it would be nice for the possibility to exist.
most people cant walk on waterAnd still you give no reasoning... I've been trying to be discrete but I'll ask straight out, WHY IS UNITS ENDING THEIR TURNS ON ISLAND-LIKE TILES STUPID???
Interesting. I hadn't considered that. Even without new art lagoon plus islands could actually be a good way to represent atolls.
Why can't we just allow units to end their turns on these special sea tiles?
A comparison between different atol art types. The first picture is the atol art from HR. The second picture is an upscaled oasis.
The HR atoll might be decent, if you could make the inner part a light blue and expand the 'shell' so it looks like a sandbar. Otherwise it just looks weirdly artificial.A comparison between different atol art types. The first picture is the atol art from HR. The second picture are upscaled oases.
I don't really understand this -- the game already 'seamlessly connects' normal coast and ocean tiles without the artificial rectangles, so why wouldn't the same mechanic apply for different types of coast tiles?Unfortunately, the game does not seem to be capable to seamlessly connect different water terrains, so you see these rectangular borders. I'll ask around if there's anything I can do to fix that, otherwise both will need to look identical.
Are you able to add the sandbars, or know anyone else who could?Adding just some sandbars shouldn't be very hard.
We're not talking about a water tile, we're talking about a tile with islands larger than the current island tile. The idea is that they cross the water here like they cross rivers.most people cant walk on water
Me neither, but I assume it's because coast and ocean have different elevation levels, causing the game to handle their transition differently.I don't really understand this -- the game already 'seamlessly connects' normal coast and ocean tiles without the artificial rectangles, so why wouldn't the same mechanic apply for different types of coast tiles?
Cities in the arctic are certainly smaller than their ability to produce food from coasts would suggest,(Also: are 'arctic coast' tiles really less food-bearing than other coasts? Are there less fish in cold water?)
You can't end your turn on a river either.We're not talking about a water tile, we're talking about a tile with islands larger than the current island tile. The idea is that they cross the water here like they cross rivers.
One of the reasons the Venice-style lagoon sounded interesting to me for atolls — and I mean atolls that are land tiles and can support cities, not decorative features — is the increased elevation. If someone wants to experiment with that, it could be interesting.
If it doesn't pan out, I'd still advocate for Nan Madol to be represented by a lagoon tile (next to a land tile that would be the island of Pohnpei).
I don't really understand this -- the game already 'seamlessly connects' normal coast and ocean tiles without the artificial rectangles, so why wouldn't the same mechanic apply for different types of coast tiles?
(Also: are 'arctic coast' tiles really less food-bearing than other coasts? Are there less fish in cold water?)
Are you able to add the sandbars, or know anyone else who could?
But you can stop your turn on a boat. Ending your turn on a short boatride tile is just stopping on a boat that can cross short distances.You can't end your turn on a river either.