thats an excelent idea for the terrain spread Vehem. would it be possible to instead of cloning the jungle, just give the lizies a tech that grants additional bonuses to jungles?
I was looking into it, but can't find anyway to do it purely from a given tech. I can add happiness to a feature using a civic, but not health. I can change the yields of an improvement using a tech, but not a feature and I can remove all unhealthiness in a city using buildings, but that would likely be a little too potent for what we're looking for.
At the moment, the two options I can see are to either change the DLL to do it neatly, or using a messy cloning/switching method. If I make DLL changes, it makes updating future versions kinda tricky.
EDIT: Well - it works well enough for now, and is tied into the same function that handles the Armageddon counter, Demagog spawning, Hell Resource swapping and Ancient Forest conversion - so I guess it's not actually that messy anymore (it was originally a "doLizardTurn()", now it's in "doMapTurn()" - mostly so that there's only one call to cycle through the plotlist, but also so that the "LizardJungle" is removed correctly after all Lizard players are dead)
My current thinking regarding swamp spread is to have a low-level of natural spread, and grant the Lizardman workers the ability to cast Scorch and Spring
within their own borders only (prevents any early damage to other lands with scorch). These spells would have the additional ability to remove wetland/swamps and add swamp to wetland (lizardmen only) respectively.
EDIT AGAIN: I think the terrain mechanic is about done now. In fact, I think it works pretty well. I'm actually tempted at this point to double up and make the two differing Lizardman civs (ala Summer/Winter court) so that they can both make use of the new terrain and can have a shared history. As I originally intended to always release three civs at a time, that'd leave just one more to decide on (currently leaning toward a redux of the "Wild-elves" that DharmaMcLaren started work on).
As a side-note, if I do go with the elves, I'd probably also try to add a darker version of the Ancient forest for them and the Svaltafar (and Archos). Same effects, different flavour.
Current Terrain Mechanic Pseudocode
Code:
if inLizardTerritory
100% Jungle becomes LizJungle
if grassland
0.5% chance to convert to Wetland per turn
3% chance to convert to Wetland per turn if next to a river
if wetland
5% chance that a swamp will develop naturally if no other improvements present (10% for AI)
5% chance that a forest/ancient forest will become a LizJungle
else
100% LizJungle becomes Jungle
Not sure whether to allow Plains to switch to Grassland at a very slow rate, as the race is largely dependent upon grassland.