sea trash tile 1
sea trash tile 2
sea trash tile 3
there is problem with tile 1 it is too 3d too, high to be exact. the trash is appearing on the ship deck when ships pass or stop on the tile.
here is a more zoomed out landscape view of the trash on the ocean/coast
so over all how do you think they look so far. do they look like garbage a good way or bad way haha?
does it look like garbage piled up, floating, and /or sunken in the water?
my idea mainly with these is to give players the choice to either use or remove them based on policies/ideologies chosen during the game.
i have an idea for a water based civ that ill give a special improvement to remove the sea trash regardless. but my idea for that civ is they are going to be oceanic eco nuts with the goal to clean and restore the ocean.
i do plan to also make other water based civs i have 1 idea for a pirate civ. giving them the ottoman's prized ship promotion and the 1/3 less maintenance on navy. but when i do get to making/coding civs that wont be enough they will need more abilities/unique building and improvements. as is all standard civs wont work for what I'm doing. each civ needs to be more powerful in its own way.
i want to create drastically different playstyles. i want every civ to have its bonusses and penalties making them as drastically different from one another as i can.
some civs will have a large unit roster some civs will have a very limited roster. some civs will have tons of building some will have less.
i have even thought of removing trade for a few civs. for example all hive civs will not be able to trade. this will help them to feel more animalistic or hive like and more segregated and more self sustaining.
i plan to remove trade for most of the mutant civs. i feel like very few maybe 1 or 2 leaders would be willing to trade the rest would further focus on war to blinded by rage and domination of the enemy due to the multination side effects.
some civs ill have start with various weapons or easy access to them. some civs might start with gun resources through there unique capital some civs wont. some civs will need to trade and search out guns.
i have an idea for a civ to give them access to missiles right away. giving them the resources needed to make them right away but not the tech. this will make them a early game force to be reckoned with once there missiles are operational. which wont take to long i plan to make it a somewhat early tech.
ill have tons of units and weapons available early in the game the main issue will be finding the resources to make them. some civs will start with a small stock pile of weapons some civs will have to get a workers and then improve a resource.
nothing major just some small bonusses and penalties to make each civ feel more unique and different from one another