I see, thanks so much. The lapis lazuli icon is excellent despite few people know what the lapis really is (the scarab motif is more famous).
You just reminded me, I have to post up the alternate icon atlas and fonticons here for anybody interested!
Excellent! Really like the addition of coral. Really nicely done. Are there any plans to add any further precious stones, like Diamonds?
Thanks! Actually, at one point, I was very close to splitting up Gems into different types, mainly Diamonds and Rubies (and if I were to choose more, they would be Sapphires and Emeralds). But, I'm pretty satisfied at the moment with the total introduced, along with their diversity, and I think they're more than enough.
@mattygp90
I think the Gems resource is fine as it is, no real need to add specific ones and clutter the map up more.
Me too... but more certainly wouldn't "clutter" the map. Everything functions fairly similar to the default game's method. All these new resources don't just get slapped on top of the existing game's distribution -- that would be awful and unbalanced.
Which is a real shame, because this way stone is kinda useless to me compared to before. I either have hills or some stone quarries in flatlands, stone on hills seems kinda wasted and not having them on flatlands anymore limits productivity even further.
Fret not, everything is still placed as it normally would, especially the bonus types. Give those posts mentioned above a read, if you like. A conversion function is only ran towards the end, so that flat stone in an area lacking production actually becomes a better hill stone tile. Also, other things like Deer are improved. You'll always get a forest on it for a better improved camp tile instead of, for example, having Deer in an inferior open tundra tile.
I certainly could've kept "hill" luxuries as flexible and available on both hilly and flat terrain, but I decided to have them all converted to hills because:
1) There's already a precedent of only mining (which are similar to quarries) hills when there aren't any resources. So, really, this upholds that rule and keeps things more consistent.
2) The other two conversions, for flat/open resources and flat/covered resources, both flatten hills as a last resort. So, having mined/quarried resources create hills on flat tiles they're placed on (as a last resort) makes up for any lost hills, in a way.
Also, as mentioned earlier, it may not be most realistic, but neither are existing placements... like never seeing elephants (Ivory) in forests or Sheep always being found on hills, for example. Even what we just mentioned: Stone always being found on flat terrain (in the default game). They're for the sake of better gameplay and overall balance.