primem0ver
Emperor
In C2C buildings will also need to be adjusted... There are over 90 instances of the "PrereqTerrain" tag in the building info files.
Thanks. I will keep this in mind.
Resource (a.k.a. Bonus) placement frequently depends on terrains.
Already being handled. Maybe I should make an official post but here is the quick rundown: Bonus placement on a GeoRealism handled map will be handled by the GeoRealism engine. All bonuses will be removed from the map created by the map generator and placed independently by the GeoRealism engine based on GeoRealism XML.
Likewise if you plan to adjust the vegetation via new/different feature types, some buildings and resources have requirements for those too.
Thanks again.
You can differentiate them with other factors like movement cost, defensive bonuses, whether or not you can found a city on it (or if you can but only if it has a river or is on the coast) and the build cost modifier and suchlike, but other than founding cities those are minor factors compared to the yields. For each new terrain type you might want to ask yourself "other than being a slightly different color, is this functionally any different in the game than the others?" If the answer is "yes", then that is good. If it is "no" then you may have a problem, especially if it is more than once, or maybe twice.
Thanks for the reminder of values besides yields. The answer is "yes" for many of them.
As it is, C2C has a little issue with this from dunes and desert being visually distinctive but functionally almost the same, although they are a little different: all of the features and bonuses that can appear on dunes can also appear on desert, but not the other way around - only 6 bonuses can be on dunes, but 37 can be on desert; desert give a defensive penalty but dunes does not; dunes require +50% work to build things and desert only +25%, and such. But then you have to consider salt flats are in the same general category of "terrain with no yields" and ice terrain is in that category too. Barren and Permafrost too. Well, now we are up to 6 of these yieldless terrains. 6 out of 20 (not considering terrains for the moon and such, or hills and peaks which are not really terrain types), another 6 of which are water making it 6 out of 14 land terrains that have no yield. It seems like this might be excessive... Similar groups of very similar terrains might exist in your scheme.
LOL. Thanks for the complexity tutorial. I doubt there will be more than 3 tiles of any one set of yield stats (probably only 2 or fewer...). Many will be unique.
Don't forget that I am using terrains as soil types that include flora, fauna, and their uses. Each environment has varying usability of its soil, flora, and fauna. This combined with military differences and bonus differences will likely make all but the "non productive" terrains unique. The ONLY non-productive terrain I am adding is the "Arid Desert" terrain. And considering that I may be removing one as well makes it even. Truth be told, I should have lumped this particular terrain in with the "willing to remove" set of 3 (making 4). Desert and desert steppe have only their altitude as a main difference (though knowing that almost makes it worth it).