asioasioasio
Fallout Scrubber
This isn't thread about Global Warming in 1939 Mod
I'm not fully happy from the fact how the terrain is done in civ4. The types of terrain and the way the mapscript works makes me thinking that Sid and Co. hadn't best marks at school from Geography or just slept when teacher talked about climate . OK enough jokes . Tough quite good for Civ4 (world simplified simulator), I would like to have implemented in mod something more complex and matching geographical regions and world situation (development, available food and production, adjusted events, etc). I'll go straight to example, so here are my propositions:
Tropical (Hummid)
3
+100% time of building improvments.
Brazil, Africa, India, South East Asia. Food will be more balanced in game so the cities won't grow so fast. And in case of Tropical (Humid) the growth of cities will be additionaly slowned much by rainforests* and events (diseases like malaria, change of soil fertility, monsoon, etc.). No hammer will cause cities to be poorly developped.
Tropical (Seasonal)
2
+50% time of building improvments.
Brazil, Africa, India, South East Asia. No hammer will cause cities to be poorly developped.
Dry (Arid)
-
+1 adj. to river
+50% time of building improvments.
All deserts - mostly Africa and Australia. No hammer and no food.
It'll give negative (-20% strenght) bonus to units without Desert Warfare I promotion.
Dry (Semiarid)
1
+1 adj. to river
+25% time of building improvments.
Mostly Africa North America and Australia. No hammer and minimal food. With Woodlands (type of forest) +1 hammer.
Moderate (Mediterranean)
2 , 1
Mostly Mediterranean, Part of USA and Australia. Allows good development - optimal food number and additionally 1 hammer.
Moderate (Subtropical)
3
+1 adj. to river
Mostly China and India, Part of USA. It gives a lot of food with much smaller effects of rainforests and events. It'll give big growth of cities without production - so they will develop industry slowly.
Moderate (Marine)
2 , 2
Western Europe. Optimal food and very good production bonus for old Europe. It'll balance the Earth map where Europe is very small, but it should also help to beat Soviet Union on Europe map.
Continental (Humid)
1 , 2
+25% time of building improvments.
Eastern Europe, Part of North America. Lack of food, but two hammers will give this cities very good production rate. It'll give negative (very small like -20% strenght) bonus to units without Arctic I promotion in winter months.
Continental (Subarctic)
1 , 1
+50% time of building improvments.
Syberia, Canada. Poor food and production. This'll stop making this part of the world "Eden" with high habittants number. It'll give negative (-20% strenght) bonus to units without Arctic I promotion in winter months.
Polar (Tundra)
1
+100% time of building improvments.
North Syberia, Canada, Part of Grenland. Just one hammer. Impassable to units without Arctic Warfare I promotion in winter months. It'll give negative (-30% strenght) bonus to units without Arctic I promotion in winter months.
Polar (Ice)
-
Cannot build cities
+100% time of building improvments.
Grenland, Tibet
North Syberia, Canada, Part of Grenland. Just one hammer. Impassable to units without Arctic Warfare I promotion in winter months. It'll give negative (-30% strenght) bonus to units without Arctic Warfare II promotion in winter months.
Ocean
1 1
Cannot build cities
Coast
1 2
Cannot build cities
* - I propse also change of name Jungle to Rainforest wich is more correct.
If possible the terrain will look different on different continents (is it possible to make desert in Australia red without adding another terrain type?) and will change look in winter (snow cover, dry/wet seasons).
I'm not fully happy from the fact how the terrain is done in civ4. The types of terrain and the way the mapscript works makes me thinking that Sid and Co. hadn't best marks at school from Geography or just slept when teacher talked about climate . OK enough jokes . Tough quite good for Civ4 (world simplified simulator), I would like to have implemented in mod something more complex and matching geographical regions and world situation (development, available food and production, adjusted events, etc). I'll go straight to example, so here are my propositions:
Tropical (Hummid)
3
+100% time of building improvments.
Brazil, Africa, India, South East Asia. Food will be more balanced in game so the cities won't grow so fast. And in case of Tropical (Humid) the growth of cities will be additionaly slowned much by rainforests* and events (diseases like malaria, change of soil fertility, monsoon, etc.). No hammer will cause cities to be poorly developped.
Tropical (Seasonal)
2
+50% time of building improvments.
Brazil, Africa, India, South East Asia. No hammer will cause cities to be poorly developped.
Dry (Arid)
-
+1 adj. to river
+50% time of building improvments.
All deserts - mostly Africa and Australia. No hammer and no food.
It'll give negative (-20% strenght) bonus to units without Desert Warfare I promotion.
Dry (Semiarid)
1
+1 adj. to river
+25% time of building improvments.
Mostly Africa North America and Australia. No hammer and minimal food. With Woodlands (type of forest) +1 hammer.
Moderate (Mediterranean)
2 , 1
Mostly Mediterranean, Part of USA and Australia. Allows good development - optimal food number and additionally 1 hammer.
Moderate (Subtropical)
3
+1 adj. to river
Mostly China and India, Part of USA. It gives a lot of food with much smaller effects of rainforests and events. It'll give big growth of cities without production - so they will develop industry slowly.
Moderate (Marine)
2 , 2
Western Europe. Optimal food and very good production bonus for old Europe. It'll balance the Earth map where Europe is very small, but it should also help to beat Soviet Union on Europe map.
Continental (Humid)
1 , 2
+25% time of building improvments.
Eastern Europe, Part of North America. Lack of food, but two hammers will give this cities very good production rate. It'll give negative (very small like -20% strenght) bonus to units without Arctic I promotion in winter months.
Continental (Subarctic)
1 , 1
+50% time of building improvments.
Syberia, Canada. Poor food and production. This'll stop making this part of the world "Eden" with high habittants number. It'll give negative (-20% strenght) bonus to units without Arctic I promotion in winter months.
Polar (Tundra)
1
+100% time of building improvments.
North Syberia, Canada, Part of Grenland. Just one hammer. Impassable to units without Arctic Warfare I promotion in winter months. It'll give negative (-30% strenght) bonus to units without Arctic I promotion in winter months.
Polar (Ice)
-
Cannot build cities
+100% time of building improvments.
Grenland, Tibet
North Syberia, Canada, Part of Grenland. Just one hammer. Impassable to units without Arctic Warfare I promotion in winter months. It'll give negative (-30% strenght) bonus to units without Arctic Warfare II promotion in winter months.
Ocean
1 1
Cannot build cities
Coast
1 2
Cannot build cities
* - I propse also change of name Jungle to Rainforest wich is more correct.
If possible the terrain will look different on different continents (is it possible to make desert in Australia red without adding another terrain type?) and will change look in winter (snow cover, dry/wet seasons).