Dragonxander PR
Emperor of the Drakons
Does anyone know if there is, or if it's possible, to mod a new tile type?
For those who are wondering to what I'm referring, it's the following:
Tight straits are some crucial strategic points worldwide: they allow passage between landmasses in ways that can be exploited to huge extents. Tight straits can occur in the following settings:
- tightly clustered archipelagos (say, Japan, Phillipines, Indonesia)
- offshore islands next to continents (say, Britain, Danish islands, Sicily, Sakhalin, Newfoundland)
- between continents (say, Gibraltar, Bosphorus)
-between lakes (Superior, Huron & Michigan lakes)
As for how I'd like them to work, it's as follows:
- The yield would be equivalent to that of a land tile + 1-2 commerce (a grassland strait would be 2
1-2
)
-It would work like coastal cities or coastal forts within a civ's culture (allowing ships to pass & be on them), but without the need of the cultural link.
-It would provide a +25% defensive bonus for all units
As on how to classify them, I'm thinking it should be grouped with the base terrain tiles (peak, hill, flat, water). I know this would require both a programmed function as well as additional tile graphics.
Any thougths on the idea?
For those who are wondering to what I'm referring, it's the following:
Tight straits are some crucial strategic points worldwide: they allow passage between landmasses in ways that can be exploited to huge extents. Tight straits can occur in the following settings:
- tightly clustered archipelagos (say, Japan, Phillipines, Indonesia)
- offshore islands next to continents (say, Britain, Danish islands, Sicily, Sakhalin, Newfoundland)
- between continents (say, Gibraltar, Bosphorus)
-between lakes (Superior, Huron & Michigan lakes)
As for how I'd like them to work, it's as follows:
- The yield would be equivalent to that of a land tile + 1-2 commerce (a grassland strait would be 2


-It would work like coastal cities or coastal forts within a civ's culture (allowing ships to pass & be on them), but without the need of the cultural link.
-It would provide a +25% defensive bonus for all units
As on how to classify them, I'm thinking it should be grouped with the base terrain tiles (peak, hill, flat, water). I know this would require both a programmed function as well as additional tile graphics.
Any thougths on the idea?