Can't be done, universally anyway. Mapscripts would be fine but I'd to add some code in every part of the interface that references terrain and feature names. And some areas, tooltips for example, can only be changed in the DLL.
Thanks for that! I add a new definition of terrain to my wishlist for Civ VI.
Eucalyptus' Terrain definition wishlist for Civ VI, version 1
Each tile (land and water) has a
Terrain Type described by 3 factors:
- Fertility (Barren, Semi-fertile, Fertile, ..., based on soil/water nutrients)
- Geomorphology (Plains, Hills, Mountains, Freshwater Lake, Coast, Ocean, ... )
- Climate (Polar, Temperate, Subtropical, Tropical, ..., zones defined by mean temperature)
Geomorphology describes what is
visible for most of history. It is constructed by map scripts using 2 underlying variables Morphology and Altitude.
- Morphology (Plains, Hills, Mountains)
- Altitude (Relative to mean sea level: -10km to +10km)
These variables don't appear in the trinomial naming of the Terrain Type but might be useful if the underwater terrains were needed.
Climate is determined primarily by latitude, but also by continental location and Geomorphology.
The
Terrain Features (vegetation!) that can possibly occur (Desert=Null, Wetlands, Grassland, Forest, Ice, Sea Ice ...) are dependent on the underlying Terrain Type. Terrain features can generally be removed. Removal of Forest leaves Grassland, removal of Grassland leaves Desert. Some Terrain Features can grow back (slowly, and only in some circumstances), some can later in history be made to grow back (plant a Forest, green a Desert into Grassland). Ice is an exception: (Land) Ice in Polar regions is unremovable, and can lie on top of many Terrain Types. (If, in the Future, it is made removable, then what lies underneath should be Desert.) The only possible terrain feature on water is unremovable Sea Ice, and it can only appear on (Polar) water.
Animal and plant-related
Terrain Bonuses are then dependent on the Terrain Features (and thus on the underlying Terrain Type). Fertility is meaningful variable for water for determining the presence of sealife.
Removal of the necessary Terrain Feature makes any extant Terrain Bonuses disappear. Mineral Bonuses are largely independent of Terrain Type (Geomorphology excludes some --- no Gas under Mountains), but accessing them may be impossible (can't Mine Iron from under Ice in the Classical period).
Of the possible combinations, each can have a common name, and these common names can sometimes be duplicated. Glacier, Ice, Savannah, Jungle, Prairie and Tundra and Taiga are then examples of common names for combinations rather than the underlying Terrain Type.
For example:
Semi-fertile /Temperate/Subtropical/ Plains Grassland -> Prairie
Remove the Grassland to obtain:
Semi-fertile Temperate Plains Desert -> Desert (or Dustbowl?)
Pollution is independent of Terrain Type. Pollution is better described by another variable (or variables --- a tile could have both chemical and nuclear pollution). The presence of pollution causes yields to drop, Terrain Bonuses to vanish and Terrain Features to slowly degrade. The world begins as unpolluted. If present, Volcanoes create not pollution but Desert (perhaps unimproveable).
All the factor lists in the Terrain Type, together with their possible combinations, and those of the Features and Bonuses are moddable, to deal with refinements and imaginary geographies.
-----------------------------
The remainder of my Civ VI wish list includes that it has the basic rules of BTS IV, modulated by the improvements of HR (in particular its Timeline, Buildings, Resources, Improvements, Units, Promotions, Technology Tree, Civics, ...), the hex tiles and finer granularity of V, that it contains complete documentation of all its structures and game mechanics, and that it is more comprehensively moddable (perhaps by its being implemented in Java, but that begins to sound like an open source project ...).