raystuttgart
Civ4Col Modder
Hi guys,
as some of you might have noticed here I started to introduce several new "Food Bonus Ressources", "Terrains" also "Terrain Features".
They are intended to be used in "Health Overhaul".
(It is basically just an expansion of the existing Health System.)
To simplify it:
**checks for both: "normal Rivers" and "Large Rivers"
Visualization Concept:
The logic will check the City Radius of a City and calculate "Health Bonus / Malus" of the Natural Environment.
Additionally the "City Buildings" will get more influence on "Health" as well.
Gameplay Effect:
It will matter where you settle, how you interact with natur and how you build your infrastructure.
Generally I will try to balance all regions in a fair way though. (But it will be "asymmetric balancing".)
It thus replaces the old concept, because this new concept:
as some of you might have noticed here I started to introduce several new "Food Bonus Ressources", "Terrains" also "Terrain Features".
They are intended to be used in "Health Overhaul".
(It is basically just an expansion of the existing Health System.)
To simplify it:
- We will have more "Bonus Ressources", more "Terrains" and more "Terrain Features".
- Those will now impact Health of a City directly.
- Some Bonus Ressources (e.g. Banana, Pumpkins, Apples, ... Wine, Salt, Red Pepper, Coca, ...) will get a flat positive bonus on Health. (Normally +2)
- Some Terrains (e.g. Marsh, Wetland, ...) will get a negative modifier on Health. (Normally -1)
- Some Terrains (e.g. Desert, Coast, ...) will get a positive modifier on Health. (Normally +1)
- Some Terrain Features (e.g. Swamp, Fog, Sandstorm, ...) will get negative Modifier for Health. (Normally -1)
- Some Terrain Features (e.g. Light Forrest, Corral Reef, ...) will get a positive modifier on Health. (Normally +1)
- Some Buildings (e.g. for Tobacco Trader's House, Tanner's House, ...) will get negative Modifier for Health. (Depending on the Upgrade Level.)
- Some Buildings (e.g. Well, Corn Chamber, Medics House, Pier ...) already have a flat positive bonus on Health. (Depending on the Upgrade Level.)
- ...
- City Plot being "isCoastal"*: positive modifier on Health. (Normally +2)
- City Plot being "isRiver"**: positive modifier on Health. (Normally +2)
- City Plot being "isHill": positive modifier on Health. (Normally +2)
**checks for both: "normal Rivers" and "Large Rivers"
Visualization Concept:
- Of course that will be nicely visualized / summarized in Mouse Over of Health in City Screen.
- Mouse Over of the single Terrain / Terrain Feautres / Bonus Ressources / Buildings will also nicely show their impact on Health.
- Pedia for those Terrain / Terrain Feautres / Bonus Ressources / Buildings will also show that information.
- Game Concept for Health will also explain.
The logic will check the City Radius of a City and calculate "Health Bonus / Malus" of the Natural Environment.
Additionally the "City Buildings" will get more influence on "Health" as well.
Gameplay Effect:
It will matter where you settle, how you interact with natur and how you build your infrastructure.
Generally I will try to balance all regions in a fair way though. (But it will be "asymmetric balancing".)
- Settling near "Food Ressources" (also giving Health) or "Money Ressources" (giving more money) will become strategic decisions.
- "Cutting down Terrain Features" or "Draining Wetland / Marshes" will become strategic decisions.
- Constructing Buildings that may impact the Health of your Settlers will become a strategic decision.
It thus replaces the old concept, because this new concept:
- is better for gameplay
- is more immersive
- will also add more eyecandy
- is easier to understand
- is easy to teach to AI
- is more performant
- is less effort to implement
- is less prone to errors
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