Speaking of terrain and terrain features, I have some suggestions for Deserts and Flood Plains. As it stands, Deserts produce no food, hammers, or commerce. However, they have no other drawbacks, making them ideal locations for cities: founding on any other tile wastes its terrain yield. By contrast, Flood Plains are terrible locations for cities: they revert to Desert when settled and therefore lose their +1 food bonus. Here is what I propose instead:
Desert
2 movement cost
-25% defense modifier
Flood Plains
+3 food, -0.50 health, +1 river commerce
1 movement cost
are not destroyed when settled
This way, Deserts are truly inhospitable for both explorers and settlers. At the same time, Flood Plains make for very desirable city locations, but they are especially vulnerable to attack, since they retain the -25% defense modifier from Desert. They also have a slightly higher health penalty, at -0.50 instead of -0.40. This further opens the door for Desert-specific promotions, namely:
Nomad I: +25% defense in Deserts,
available to Recon/Mounted/Gunpowder units
Nomad II: +25% attack into Deserts, double movement in Desert,
requires Nomad I
These promotions could add lots of flavour to various Mediterranean/West Asian unique units. They would also balance out the other terrain promotions. Melee units could be Woodmen, Archery units could be Guerrillas, Mounted units would be Nomads, while Recon and Gunpowder units could be all three.
And now for some comments:
EDIT: I've just discovered I can make units take damage if they end their turn on a certain feature. Perhaps we can make reefs cause 10% damage in this way.
I'm not sure that's a good idea. It would make it very difficult to navigate a reef chain. Ships might get stuck in an impossible situation while exploring, since without Medic I promotions, they would never be able to overcome the 10% damage rate. I don't know what effect it would have on zero strength Work Boats, either. Plus, I doubt the AI, especially the barbarian AI, will handle it well. So I would stick to -25% defense and 3 movement cost.
Hmm, these are interesting. I'd swap the movement and cargo bonuses though. I'd also prefer to make them require Flanking or Navigation. I can imagine these promotions as a useful way for cargo ships and privateers to escape warships, rather than yet another offensive promotion. (I really want to do some 'untangling' of promotions at some point).
Yeah, the promotions could use some work. (For one thing, I can see the cargo bonus as a stand alone promotion.) Anyway, I think the reef promotions should be available early because cargo ships and privateers rarely, if ever, exceed 10XP. So it makes sense to keep Drill I and swap Combat I for Flanking I; but Navigation I already requires Flanking I, and that would push Reinforced Hull I too far back. Speaking of which, have you given any thought to rearranging the XP thresholds for promotions? A standardized 2/5/10/15/20/30/40/etc. would be preferable to the rather haphazard 2/5/10/17/26/37/50/etc. that we have now. Can you even code such a change?
To compensate the Great Lighthouse for its bonus being weakened I was thinking of making it give a free promotion to help with traversing reefs. The promotion might require a different name if this happens, or split into two different ones.
Alternatively, you could give the Great Lighthouse a flat +2XP to Naval units. Players can then select the promotion best suited to their situation.
Given reefs often come in large clumps/lines I'd want to be cautious about improving their yield too much. A coastal city founded near a large reef would drastically outperform other coastal cities. I'd say either +1 food or +1 commerce, not both. [...] The +1 health is a lot trickier to implement than +1 happiness unfortunately as there's no standard option in for adding health in the improvement XML and the AI needs to understand it. I was definitely thinking of tying Marine Reserves to Environmentalism and the National Park. I'm also thinking of renaming the Forest Preserve to something like 'Nature Reserve' and extending it to Wetlands as well (but no spreading).
Good point. In that case, I would stick with +1 commerce. A city with few +1 food Reef tiles, plus a seafood resource or two, would be terribly strong - particularly if the map generates a lot of reefs next to a player's start location, as it sometimes does with forests. And, on second thought, the one big difference between Nature Reserves and Marine Reserves is that the former would be built with Workers, which don't have much to do in the Industrial Era anyway, while the latter would require Work Boats, to the tune of 30 hammers per improvement. Marine Reserves might only be worthwhile with increased terrain yields. How about:
Reefs
3 movement cost
-25% defense modifier
+1 base commerce
+1 food, +1 hammer with Marine Reserve
+2 commerce with Marine Reserve and Environmentalism
+1 specialist with Marine Reserve and National Park
This is what I'm thinking:
Forest: +1 production, +0.25 health, no river commerce
Jungle: +1 commerce, -0.25 health, no river commerce
Lowering health from Forests should go a long way towards reducing health availability in the early eras.
In that case, I would suggest:
Wetlands
-1 food, +0.50 health, no river commerce
3 movement cost, no defense bonus or penalty
can build Fort, Nature Reserve
cannot build cities
can be Drained with Hydraulics
That way, Wetlands would be useful in the early game for their health bonus, though they would be much less common than Forests. Unlike Forests, their tile yields would remain low, so they would be drained in the mid game as cities grew larger. If any Wetlands survived to the end game, they could be preserved for a decent +1 happy, +0.50 health bonus. Note that, as with Oases, cities would not be built directly on Wetlands; they would have to be drained first.
I'm not going to implement Jungle on Plains at this time as I want to explore the possibility of adding Savannah. Unless I come across a quick solution I probably won't do that until after 0.9.5.
While new terrain types and graphics allow for greater diversity and more accurate resource placement, too many new terrain
yields are difficult to balance. So if you introduce Savannah, I would keep the same terrain yields as Jungle. In fact, you could customize the names of all the terrain features, if you wish:
Grassland + Forest = Rainforest
Plains + Forest = Forest
Tundra + Forest = Taiga
Grassland + Jungle = Jungle
Plains + Jungle = Savannah
Grassland + Wetlands = Wetlands
Tundra + Wetlands = Fen
You could even split Wetlands further:
Grassland + Wetlands = Marsh
Plains + Wetlands = Swamp
Maybe that's too much?