Had some more thoughts about the features I liked to see implemented in the upcoming version and this was the outcome of my brainstorming, I hope all readers of this will also post what they think of the matter and how they would like to see it balanced, If it's possible to implement like I imagined -or a related way with the similar outcome of course.
@Koshling could you maybe make an educated guess how much % additional turntime the related features would consume, if implemented? i guess about +2% maximum but honestly it's a blind guess, I have no idea ;-)
To simulate constant tectonics (like a folding of tectonic plates leads to whole mountain ranges appearing) the events have to be "remembered" - Koshling wrote about this yesterday. It still has to be improved, he explained. Once that's in place, the chance for a hill tile to become a mountain near another new mountain could be higher, and other also "old" mountain ranges would disapear as a whole.
The expansion of mountain ranges could also be stopped by "remembered events" like if lets say 10 tiles in a total of 25 have been triggered, the chance for more to trigger will not increase anymore but decrease significantly.
Regarding GEM + Ice Ages: all of the historically accurate tectonic/climate changes would have to be scripted to each tile/turn in the end, while in the meantime - and on a normal random maps, of course - the (half-random) event/quests described below would have to work:
Feature Tectonics
Event Erosion
0,1% chance per turn for each mountain tile that this event is triggered
if in a radius of 16 tiles there are at least 5 mountains
then the (triggered) mountain tile will turn to hill
...screenshot of a typical tectonic active area that would be the optimal outcome
Event Birth of Mountains
0,1% chance per turn for each hill tile that this event is triggered
if in a radius of 16 tiles there are at least 5 hill
then the (triggered) hill tile will turn to mountain
->>Lots of more tectonic events possible - any ideas?
EDIT: What you guys think about Vulcanoes appearing in the sea (emerging islands),
higher earthquake risk in rising mountain ranges regions etc?
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Feature Ice Ages / Warmth Periods
-> Prehistoric starting date 300.000 BC
3 (or 4?) Iceages
-> last Ice Age ends around 10.000 BC
How to implement?
Game option?
->
Ice Ages maybe coded like for Player invisible Quests/Events?
If certain turn range (like for example turn 100-150 [adjusted by gamespeed]) & chance that quest "ice age 1" is triggered.
Quest length and Quest effects last for X turns. After Ice Age Quest 1 "failed", Warmth Period 1 Quest is triggered.
Next Quest "Ice age 2" is triggered when "Warmth period 1" Quest ends etc. pp.
Players wouldn't directly know when Ice Ages end or Warmth periods start (as the quests could have a little randomizing turn range) and would have to adept to the changing landscapes.
--->To simulate
Little Ice Ages effects during warmth periods, maybe some of the Ice Age events could be included in the warmth periods "Quest", just with lower % than during Ice Age?
Possible effects If Ice Age Quest (1./2./3.) triggered:
For example (lots of more possible events like this imagineable, of course the values of radius and the % all adjustable and don't have to be the same for every Event, I just made it so that the idea is understandable):
Event Creatures of the Cold
+% spawning of cold terrain animals (mamoth, cave bear, cave lion, etc.
Event Plains to Tundra
0,1% chance per turn for each plains/grassland/lush etc tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 tundras
then the (triggered) plains/grassland/lush etc. tile will turn to tundra
Event Tundra to Permafrost
0,1% chance per turn for each plains tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 permafrost
then the (triggered) tundra tile will turn to permafrost
Event Permafrost to Ice
0,1% chance per turn for each permafrost tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 permafrost
then the (triggered) tundra tile will turn to ice
Event Glaciers marching forward
0,1% chance per turn for each tundra//mountain tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 glacier (the sea ice graphic)
then the (triggered) tundra tile will turn to glacier
Event Lower Sealevel
0,1% chance per turn for each coast tile that this event is triggered
if in a radius of 16 tiles there are at least 5 coasts
then the (triggered) coast tile will turn to a flat grassland/plains/lush etc. tile
(-> possible bug: sea res on the risen tile would be on the land tile afterwards... could be avoided by excepting coast tiles with res from triggering this event...?)
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Possible effects If Warmth Period Quest (1./2./3.) triggered:
Event Thin-Skinned is Beautiful
+% spawning of warm region animals
Event Tundra to Plains
0,1% chance per turn for each tundra tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 Plains
then the (triggered) tundra tile will turn to plains
Event Permafrost to Tundra
0,1% chance per turn for each permafrost tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 tundra
then the (triggered) permafrost tile will turn to tundra
Event Ice to Permafrost
0,1% chance per turn for each ice tile (to latitude X) that this event is triggered
if in a radius of 16 tiles there are at least 5 permafrost
then the (triggered) ice tile will turn to permafrost
Event Higher Sealevel
0,1% chance per turn for each flat tile that this event is triggered
if in a radius of 16 tiles there are at least 5 flat tiles and 5 coasts
then the (triggered) flat tile will turn into coast
Event Smelting Glacier
0,1% chance per turn for each glacier (sea Ice graphics) tile (to latitude YY) that this event is triggered
if in a radius of 16 tiles there are at least 5 tundras
then the (triggered) glacier tile will turn to tundra
Event Rising Earth
A flat tile that had a "smelted glacier" event on it becomes a hill XX turns (thousands of years) later
More ideas for Quests/Events regarding shifting deserts /rainfall and such during iceages/warmth periods are very welcome.
Together with the implementation of nomad camps and the shifting landscapes the prehistoric age would be very much "alive", a lot more than in previous versions... (Effects of the tectonics and ice ages/warmth periods would be much lower once prehistoric era ends, to represent the less years/turn in later eras)
and as long as multiple maps are not available yet the focus might very well lay on this, right?