Those seem like things that should be workable, especially given how, e.g., Vuldacon has managed to make helicopters work in the EFZI scenario.
Awesome!We were actually discussing that on Discord recently, not least because the game also sometimes spawns islands (or peninsulas) that are 100% unbuildable tiles and thus wastes resources.
What are LM Sea squares. Do they prevent movement?In C3C units don´t heal on LM-terrain.
LM terrain means Landmark Terrain. With this feature introduced with C3C, you can set different values to some tiles, among them per example restrict to build a road or mine on that terrain, or to set this LM Tile especially precious. The last one was done by Firaxis in the Mesopotamia conquest of C3C with the "Cedars of Lebanon".What are LM Sea squares. Do they prevent movement?
Ah, a lightbulb just went on. The LM sea tile could be used as a barrier to any ship entering the coast. After all in the real world, amphibious landings can't be done just anywhere.LM terrain means Landmark Terrain. With this feature introduced with C3C, you can set different values to some tiles, among them per example restrict to build a road or mine on that terrain, or to set this LM Tile especially precious. The last one was done by Firaxis in the Mesopotamia conquest of C3C with the "Cedars of Lebanon".
LM terrain in C3C Vanilla was not available for every type of terrain, but the marvellous Quintillus editor now allows LM terrain for every kind of terrain. Here you can see a screenshot of my SOE map, that I have created more than ten years ago, with the restriction of building roads on all LM tiles. The LM tiles are marked by a yellow diamond on that tile. With this methode, that I called microzones, it was possible to limit different production in the cities (and to give the Infinite City Sprawl mod good limitations for the graphical growth of cities). Now with the Flintlock mod and the Quintillus editor, there exist better methods to achieve the same results.
Maybe for graphics but the game ought to still recognize forests and hills as unique terrains for spawning resources or calculating move costs.What if we took a page from Civ 6's book and used a terrain type / terrain feature model? Eg: Terrain types would be grassland, desert, plains, etc. Features would be forest, jungle, hill, etc. It wouldn't be too hard to have these interact, and it would give some more terrain flexibility. For example, desert hills alone would be very useful in a lot of maps since normal hills looks so green it interrupts the surrounding desert.
... And you don't know a Godot expert?Mmm, that's probably one of the few things that isn't practical. It's essentially a 3D world vs 2D. We'd have to design the engine around a different geometry and texture drawing system from the ground up (pun intended). But maybe I'm overthinking it and a Godot expert could correct me.
Had another thought on this: keep the basic 5 Specialist types/outputs (Happiness, Coins, Beakers, Shields, Corruption) but have them boosted according to which generic buildings have been put in that town. So e.g. the basic Scientist would only produce 1 Beaker (as in Vanilla), but would produce 1 extra Beaker for every building with the "+50% Science" flag.I would be happy if we could just have upgradeable Specialists with progressively better outputs — but which replaced their precursors.
e.g. the generic Scientists could be replaced by an upgrade-chain from a Vanilla-style 1-beaker "Mystic" (no precursor tech?) in the Ancient Age, to a 2-beaker "Scholar" (with Education?) in the Medieval, and finally a 3-beaker "Scientist" (Scientific Method?) in the Industrial. Similarly, the generic Entertainers could become e.g. "Fool (Feudalism?) —> Actor (Free Artistry?) —> Rock-Star (Electronics?)".