Cywil
Warlord
- Joined
- Sep 25, 2010
- Messages
- 119
I mean "fully workable". Berbers could put some improvement there or even their city.Oases are workable.
I mean "fully workable". Berbers could put some improvement there or even their city.Oases are workable.
That's basically what I am trying to say
Honestly Kublai to me makes more sense as a dual leader for both Mongolia and China than Eleanor does for England and France, which is why I'll be sort of surprised if that doesn't turn out to be the case.
Well there's also no way around Apocalypse Mode without GS either.
oases function like lakes in regards to standard land improvements and city placement. I don’t really see potential for meaningful design in that regard, unless the berbers have some type of design which involves ‘movable cities’ and migrationI mean "fully workable". Berbers could put some improvement there or even their city.
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.oases function like lakes in regards to standard land improvements and city placement. I don’t really see potential for meaningful design in that regard, unless the berbers have some type of design which involves ‘movable cities’ and migration
I mean "fully workable". Berbers could put some improvement there or even their city.
My point with this litany is that this is another way to represent Pirates in game. Thank you for coming to my Ted Talk.
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.
Two thoughts immediately come to mind:
1. Cities getting bonuses seems about the right flavor, it would encourage Berbers to build close to oases, which although they would probably have an oasis bias, there still wouldn't be too many of them, encouraging a sort of tall-style play.
2. The Maya already completely stole this idea, yet in a way that communicates virtually no water management flavor.
I don't think it would make them a tall civ. I wouldn't make oasis a requirement but just a desert improvement at least, with say added food and gold bonuses if you build it next to an oasis.Two thoughts immediately come to mind:
1. Cities getting bonuses seems about the right flavor, it would encourage Berbers to build close to oases, which although they would probably have an oasis bias, there still wouldn't be too many of them, encouraging a sort of tall-style play.
2. The Maya already completely stole this idea, yet in a way that communicates virtually no water management flavor.
I don't see why they couldn't just get a unique improvement with adjacency bonuses if built next to an oasis, or cities getting bonuses, instead of outright building on top of one.
I don't think it would make them a tall civ. I wouldn't make oasis a requirement but just a desert improvement at least, with say added food and gold bonuses if you build it next to an oasis.
I always wonder why commercial hub doesn't receive adjacency bonus from an oasis. Oasis-based caravanseray is such an important feature of Silk Road/Cross-Sahara trades. A unique district/infrastructure dedicate to oasis can solve this small flavor issue.
Although under the current mechanism of map generation, oasis is quite rare even in the "hot" and "arid" settings, which means it can be very hard for you to actual build one in a game. Unless FXS tweaks the map generation, I think an oasis-based UI is far too situational to be implemented.
As I mentioned above I don't think any district or improvement would need to be required to be built next to an oasis, just a desert tile but when built adjacent to an oasis it gets the added bonuses.I always wonder why commercial hub doesn't receive adjacency bonus from an oasis. Oasis-based caravanseray is such an important feature of Silk Road/Cross-Sahara trades. A unique district/infrastructure dedicate to oasis can solve this small flavor issue.
Although under the current mechanism of map generation, oasis is quite rare even in the "hot" and "arid" settings, which means it can be very hard for you to actual build one in a game. Unless FXS tweaks the map generation, I think an oasis-based UI is far too situational to be implemented.
that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.As I mentioned above I don't think any district or improvement would need to be required to be built next to an oasis, just a desert tile but when built adjacent to an oasis it gets the added bonuses.
Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.
I don't see why not. If there could be more space for excess great writers or great artists.Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.
Speaking of particular features that don't really have synergy with other civs, there is also the marsh which only farms can be built on if it has rice, not to mention extra science in a city with a zoo. What are the chances that Vietnam could get bonuses for marsh tiles or a Water Puppet Theater could be built on marsh?
Yes I don't have any particular UI in mind but whatever it would be could possibly use oasis in the bonuses.
Speaking of particular features that don't really have synergy with other civs, there is also the marsh which only farms can be built on if it has rice, not to mention extra science in a city with a zoo. What are the chances that Vietnam could get bonuses for marsh tiles or a Water Puppet Theater could be built on marsh?
in regards to the aztecs, i believe @Leugi ’s mod adds chinampas, although i don’t know if they get a lake start bias for it.I feel like if water theatres required marshes, either:
A) Vietnam would need a pretty high marsh terrain bias because they don't happen too frequently, similar problem as oases or lakes.
B) They would need to be able to also build theatres on floodplains.
Now that I think about it though, this whole terrain bias fixes several propositions that I've generally taken issue with for lack of frequency. Like, for example, the Aztecs should have a chinampa UI that can be built on lakes, except lakes are hit or miss. But if the Aztecs had a lake start bias, that would provide them at least as many lakes as say Korea and Ethiopia have hills.
in regards to the aztecs, i believe @Leugi’s mod adds chinampas, although i don’t know if they get a lake start bias for it.
If they could settle on lakes, that would be really cool and unique
Pachacuti: Be content with the lowlands--the mountains are mine.that would be cool. I still think that the berbers would be better suited getting a Qanat or Foggara as their UI, but this would work too. The Berbers, especially the tribe led by Dihya, were also big on mountains, so I can imagine they could get a bonus towards mountains, especially desert ones, or desert hills, as well.