If I remember correct, the polar regions had a more moist atmosphere compared to the rest of the planet, wich made it easier to extract water from. And the terrain was more rocky/hilly compared to the rest of the planet.
Changing food to water sounds best to represent the scarceniss from water. Windfalls should further only be buildeble on food and hill terrain.
For the next phase maybe I'll arrange the most fertile areas toward the pole. The trick will be to make it look like something naturally occuring. Concentric circles would probably look dumb. There has to be a second factor along with distance from the pole that would effect habitability. Any ideas?
"As indicated by large salt flats, Arrakis once had lakes and oceans."
I'm wondering if you can simulate rivers carving out valleys and lakes in the landscape. The rivers could radiate in a random way out from the centre. The river valleys could be desert waste/deep desert and the ridges the fertile rock areas.
I still want a chance to see what my options are for what I'm going to put on it.
This is an intriguing sentence. What do you mean exactly?
Could we make the water completely transparent so that you basically just see the sea bed? I suppose the problem would be units then looking like they're hovering in the air, but that might be fixable.
The former is due to the CityLSystem and can be changed as far as I know and the latter is due to the lack of the unlocking technology - just give out the water tile working tech as start tech.The city buildings don't show up and none of the tiles are workable.
The former is due to the CityLSystem and can be changed as far as I know and the latter is due to the lack of the unlocking technology - just give out the water tile working tech as start tech.
Cheers, LT.