Announce - ELITE modpack

Clay is usually found near moist areas as the silicate is usually the product of natural conditions near waterways and bodies of water. Ideally, it should be on land adjacent to water, but since that's not possible, clay deposits in shallows is the best we'll get...

As to 'how you get it', it's not a strategic resource, it's a bonus resource like whales and fish, and hence simply needs to be within the city radios. Note - you gotta have Pottery for it to be visible...

Clay is not found on most plains - it's found where water and hydro action is, or was (clay layers where land was once covered with water, etc.). Clay is often found in river deltas and riverbanks as sedimentary clay accumulates there. Additionally, in salty areas such as marshes and coastal areas and river deltas, where brackish waters are found, clay accumulates due to how clay behaves in areas of high salinity. Clay hence was harvested in these areas, and that's why it appears adjacent to the coast - cause that's most often where they got it!

Venger
 
I think it is interesting how if you place a desert next to a river, it becomes a Flood Plain automatically. It would be nice if you could restrict clay to appearing near rivers, lakes, and coastal squares. It would be nice if Firaxis would add this to the editor. The rules for where clay can appear (before anything is actually irrigated) would be the same as irrigation rules basically.
 
I had clay appear in a single tile inland fresh water lake - PERFECT! Alas, the same game I have my entire continental coastline of likely 45 tiles DEVOID of any bonus tiles. Talk about the worst luck...

Venger
 
Call me a fool, but where do you go to get the mod?

Plus, I like to clear all the forest from my cities. you get the production bonus, plus when enimies are seiging your city they do get a forest terrian defence bonus when you attack them.

~Sha-Feer
 
Originally posted by Sha-Feer

... plus when enimies are seiging your city they do get a forest terrian defence bonus when you attack them.

But there's also the flip side of that. If you have units in forests around your city, it's going to be harder for the enemy to conquer you.
 
Sha-Feer - not released yet, will be available soon, still alpha testing.

Yes, I too tend to clear forests from near my cities, especially in the early age (in the modern era it doesn't matter near as much...).

Venger
 
A couple of questions/comments.
  • Pikeman upgrades to Legionarry?

    Care to explain further? Does that mean the Roman UU will be a middle ages unit? Also, will the bronze swordsman be upgradable to iron swordsman?
  • Oasis: 2/0/0
    I think it should it be 2/0/1 (or even 3/0/1). It would reflect the trade brought about by caravans gathering at an oasis.
  • Copper: Desert and tundra?

    I never knew copper was found in those places. Speaking of copper, I've seen a graphic of it in another mod, which looks like one I just found on the Internet. :) (Copper must be popular lately...)
  • potatoes - They grow in colder climates, I believe. Shouldn't they grow in tundra as well?
  • Oil - commerce should be upped by 1 or 2 to represent "Black Gold", and oil rich nations. Maybe even have it equal gold in commerce. Oil can also be found on plains (I think it was in 1.07, then they took it out). Plains-oil could be a slightly different resource (less commerce, since it's more valuable in desert regions)
  • Police Stations - These seem like they should reduce corruption too, for obvious reasons.

Techs:

How about bartering? I recall reading that early maps came about when Babylonian/Sumerian(?) traders had to draw the layout of the land. It would also seem that mapmaking should come before the alphabet. Maybe something like this:

Bartering-->Map Making-->[Alphabet tree]

And to replace the origanal Map Making (that needs the alphabet), have Seafaring (which would allow for galleys).
 
Originally posted by Chieftess
Pikeman upgrades to Legionarry?

Care to explain further? Does that mean the Roman UU will be a middle ages unit? Also, will the bronze swordsman be upgradable to iron swordsman?

Just trying to get the upgrade chain on ancient bladed units right - been in a game where I had spearmen who could upgrade to Pikemen, but not legionary - give their values didn't make sense. Open to suggestions.

Oasis: 2/0/0
I think it should it be 2/0/1 (or even 3/0/1). It would reflect the trade brought about by caravans gathering at an oasis.

Excellent thinking - 2/0/1 it is. Will update the thread leader ASAP.

Copper: Desert and tundra?

I never knew copper was found in those places. Speaking of copper, I've seen a graphic of it in another mod, which looks like one I just found on the Internet. :) (Copper must be popular lately...)

I believe the largest copper mine in operation in the US is (or was) in Arizona... Utah as well, Canada and Russia are also sources. I'd have made them appear more heavily in desert and tundrad hills, but since no such things exist in the game, we gotta make believe a hair...

potatoes - They grow in colder climates, I believe. Shouldn't they grow in tundra as well?

Cooler climes, yes. Tundra, absolutely not, potatoes are very vulnerable to frost...plains is as good as it gets.

Oil - commerce should be upped by 1 or 2 to represent "Black Gold", and oil rich nations. Maybe even have it equal gold in commerce. Oil can also be found on plains (I think it was in 1.07, then they took it out). Plains-oil could be a slightly different resource (less commerce, since it's more valuable in desert regions)

Have to think about this one, it already is a powerful resource as is...

Police Stations - These seem like they should reduce corruption too, for obvious reasons.

This is already built in to the 1.29 patch (at least I think it is). I did it on my own back in 1.07...

How about bartering? I recall reading that early maps came about when Babylonian/Sumerian(?) traders had to draw the layout of the land. It would also seem that mapmaking should come before the alphabet. Maybe something like this:

Bartering-->Map Making-->[Alphabet tree]

And to replace the origanal Map Making (that needs the alphabet), have Seafaring (which would allow for galleys). [/B]

I'm trying to not monkey a whole lot with the tech tree - though I like will add Incendiary Bombardment for a fire catapult unit (I am not going to allow catapults or other bombardment units to upgrade anymore - but want each level to have a base and upgraded unit).

Venger
 
There are some prettier railroad graphics.
 
Originally posted by Optimizer
There are some prettier railroad graphics.

I'm already using some prettier railroad graphics! I don't like the 'urban sprawl' graphics...these rails look tidier...

Venger
 
Can you release the mod as I like helping with civ trees and possibly unit ideas and sometimes Civlopedia errors. It looks like a very promising mod, so I look forward to it with some anticipation... :)
 
Originally posted by Rory_20_uk
Can you release the mod as I like helping with civ trees and possibly unit ideas and sometimes Civlopedia errors. It looks like a very promising mod, so I look forward to it with some anticipation... :)

Thanks! I would love too...

But I just moved into a new house - my systems are all in my old house as I cannot get high speed internet access at the new place. So I'm basing my business, and hence my computers, at the old place. It'll be a week or so before I can make more progress...

Venger
 
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