Biome/Terrain suggestions

Joij21

🔥Deny, Defend, Depose!🔥
Joined
Jul 21, 2016
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currently presiding over Hell
I absolutely love the terrain and natural wonders of this mod. Especially the world map script with it's plate tectonics, monsoon rainfall, geostrophic winds, and dynamic resource placement, making it my favorite map to play on. However that said there are a few things that seem to bug me. Most of all is probably the savanahs. They spawn wherever there are plains even if the climate is supposed to be cooler. Nothing is more of an eyesore than seeing a savanah with tropical palm trees next to a taiga forest where a plains tile just so happens to border a tundra tile. Maybe if there were someway to make the map script generate savanah only on plains tiles within the tropics or perhaps a new temperate variant like a dry sparse forest(like the one from colonization) could also generate in the more northerly parts of the plains. Other than that the map looks amazing! If there are any other suggestions for terrain/terrain features that others might want to suggest then I am creating this thread for exactly that. Let the discussion begin!!!
 
I can limit Savannah placement by latitude. Added to todo list.
 
-Well i have something else on mind. I always look sad on newer accessible resources on frost lands, or between polar ice to far out of range of Anny city culture.
So dint know if it was solved by denied spawning resources on polar squares.

Bud maybe, maybe, colonist (if they dint have already, dint check) will have function established a camp near the desired resource.
The installation will work as a fortress, have one culture/round spreading rate. Automatic connect resource (if it on isolated water square), or let the owner pay for it. The price for installation will be calculated by distance from capital, dint increase maintenance for others cities.
Dint grain dissent, foreign culture. But when it conquered, conqueror can chose raze to normal fortress, give back to one of the former owners (like list of empires) or overtake confiscate its culture.
When parent empire perish it will change to barbarian or neutral or looking to join for nearness empire.
But if has been overtake by culture then... well say it cat be possible. (If all resource is taken or road to resource is disband by culture.)
But i have worry about code what will check if the camp can be connected by land or road route, because flight is not accessible when it come to possible.

The names of this installation can be Resource colony (build-able near resources only on tundra, snow or sand) or Research colony (near Natural wonders)
+Maybe it will be disable on some world generators. (like funky)

+Maybe this can solve the Barbarian island idea. The island/hill Island (Like pirate island whit hidden camp inside clouding volcano) owned whit pirates/Barbarians.
And the script generate transport ship whit units loaded on them (cargo promotion only for barbarian) , thatch will take sail to the seas. And when it meet
a empire city the civ2 barbarian party are born.

-(Sacred Mountain will (or) have unique graphic (like mount ewerest) different from mountains.)

-New Resource: Bonsai (tundra, frost land)
-New Natural Wonders: North Pole, South Pole (Effect: research +10%, because of center of magnetic field, spawn able only if maps is ball not cylinder, on top and bottom of course)
-New Terrain: Sandstone (Rare spawned in larger desert, near oasis and probability near resources. City are buyydable only if there is food resource like oasis.) (Effect for city on it: Negative aspect -25%)

-Arctic oasis...
++Why i dint think about it sooner but on the very end when i write down all thats up?
+Okay, in some maps we have a large snow plains that are unusable for maybe everything, and serve only as barbarian spawn area. So how about we seed it whit this Arctic oasis something and it will generate around it a suitable area for a city? Maybe some effect for squares near river that turn it into green land (same as river in desert)
If Eskimos can do it, why we dint.

-Or just we can edit the generator to change the spawning of snow far to polars.
 
My plan is to make the polar regions progressively more inhabitable as part of the climate change mechanic. I think this would be the most realistic and effective solution.
 
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