More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

Ok guys, additionally to Terrain Feature Kelp, we now also have Terrain Feature Seagrass.
(credits for Graphics again: Caveman 2 Cosoms mod)

Kelp: Goes up to the Surface. (+1 Food, Reduces Movement, Defese Malus)
Seagrass: Stays below Surface. (just +1 Food, no Movement Penalty, no Defense Malus)

Seagrass can also be spawned on the Ocean. Kelp can not (it is only coastal or in Lakes).
Their Bonus Ressoruces also slightly differ.



Kelp: Above Surface


Seagrass: Below Surface
 

Attachments

  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    174.5 KB · Views: 323
  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    123.7 KB · Views: 311
  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    122.3 KB · Views: 309
Last edited:
Ok and here we continue. :)

This time we have Terrain Feature "Lush Grass".
(credits for Graphics again: Caveman 2 Cosoms mod)

Trust me, this will become one of your favourite Terrain Features.
Your Cattle, Horses and Sheep love it !
(Farming and other Plants should first remove it.)

It is available on:
Grasland, Savannah, Prairie and Plains.
It requires a River though.

It can be generated on Flatland (and also a bit on Hills).
It is rare though - you will not find it very often.

Pastures will not remove it. (So do not worry about building them.)
However Farms, Planations ... will destroy it.



 

Attachments

  • Civ4ScreenShot0009.JPG
    Civ4ScreenShot0009.JPG
    180.9 KB · Views: 325
  • Civ4ScreenShot0010.JPG
    Civ4ScreenShot0010.JPG
    132.2 KB · Views: 302
Last edited:
2 questions
First can you replant it like Forest ?
Second can it spawn mitgame like in Civ4 forest on plots without Farm/mine etc?
 
First can you replant it like Forest ?
Not yet. But it would be possible to implement it. :thumbsup:
(Will do so tomorrow.)

Second can it spawn mitgame like in Civ4 forest on plots without Farm/mine etc?
Yes, all our Terrain Features can "respawn", we have just set those values relatively low. :dunno:
 
I haven't read up on this thread in 2-3 weeks and wow! I cannot wait for all of this to be implemented. Bravo!
 
I haven't read up on this thread in 2-3 weeks and wow! I cannot wait for all of this to be implemented. Bravo!
If you are impressed by progress in this thread, then wait until you read the changelog. We released again and since the changes from this thread isn't included, they aren't included in the changelog. That's on top of what has been mentioned in this thread.
 
Ok guys,

first a small information for modders:

CIV4FeatureInfos.xml has gotten a few new modifiers.
(Additionally to the other stuff that already exists.

  • bOnlyCoastalLand
--> This feature will only be placed on Land Plots at the Coast
(Will need this but do not yet tell what for ...)

  • bRequiresHills
--> This feature can only be placed on Hills
(needed it e.g. for "Meadows" - and others still to come - see below.)

  • bRequiresPeaks
--> 1. It unlocks the Feature to be placed on Peaks (normally not allowed)
--> 2. The feature can however only be placed on Peaks
(existing "Volcanos" use it - others that I do not yet tell will use it as well.)

------

Otherwise "Lush Grass" has been split into:
  • "Lush Grass" (Flatland) --> For Horses and Cattle
  • "Meadows" (Hills) --> For Sheep (and Llamas)




-----

Additionally "Lush Grass" and "Meadows" can now be cut down.
(Sowing is not implemented yet - still considering if I will do a "New Sowing Mechanic" as well ...)

 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    180.8 KB · Views: 271
  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    181.2 KB · Views: 280
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    240.9 KB · Views: 276
As requested the new Bonus Ressource Bog Ore
(It is a Bonus Ressource of its own to better be balanced without side effects and it appears only in Bog.)

Bonus Ressource Graphics I created myself. :)
(3D and Button. For the 3D graphics I used existing graphics of Gems as starting point though.)


 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    148.4 KB · Views: 235
  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    126.9 KB · Views: 247
Ideas from Community?

Hi guys, I have awesome graphics for a Terrain Feature "Tar Pit" (e.g. something like La Brea Tar Pits)
But what purpose could it serve for gameplay .... :think:

Yes sure, "Tar Pit" could slow down Movement ...
"Tar Pit" could also give Combat Modifiers ...
But all Units on Map could simply walk around it ...

So what else?
  • Could Tar somehow become a new Yield given a Plot Profession? (Is that realistic?)
  • Should "Tar Pit" give negative Yield modifiers so the Player has to remove it?
  • Could "Tar Pit" somehow influence Health of adjacent colony?
  • Could "Tar Pit" somehow influence Happiness of adjacent colony?
  • Could ...
Looking for ideas ... :dunno:
 
i dont now if it is realistic but faster shipbuilding like"hey we dont need to mak tar we have it in the pit":dunno:
 
Hm, actually an interesting idea. :think:

Terrain Features / Bonus Ressources that give "Global Bonusses" to the Player (like Traits) if he owns them.
(These would become really strategic places to fight for.)

Owning a Tarpit could give: Faster Ship Construction
Owning a second Tarpit could give on top:
Faster Ship Movement
Owning a third Tarpit could give on top: Stronger Ships
...

I wonder if I can apply that concept of "Global Bonusses" on other Terrain Features / Bonus Ressources as well ...
Need to create some new game concept with this tonight ... :mischief:
 
Last edited:
yeah i think of the concept for the natural Wonders/onetime resources/Generic Wonders but i dont have the List of wonders yet so dont post it .
 
Terrain Features / Bonus Ressources that give "Global Bonusses" to the Player (like Traits) if he owns them.
(These would become really strategic places to fight for.)
I will once again point out that I ported PlotGroups from BTS to Medieval Conquest. I even implemented the ability to count (cache) the number of bonuses in a plotgroup. Moving this to WTP will make it easy to code that colonies check how many bonuses of a specific type they are connected to. Even better from a performance point of view it's realistic too.

BTS use it to unlock building production if the city is connected to iron or whatever. While BTS use it as a bool (0 or more than 0), it does have an int of each to have a count.

Owning a Tarpit you own could e.g. give one of these: Faster Ship Construction
Owning a second Tarpit could give on top:
Faster Ship Movement
Owning a third Tarpit could give on top: Stronger Ships
During this era, sails were cooked in tar to make them more durable. Easy access to tar pits could increase sail production to simulate reduced need to replace sails on existing ships.
 
Can you port it please to WTP as well so I can play with it? :mischief:
Sure. Copying the .cpp and h. files would be trivial, but adding plotgroup spread could be somewhat more time consuming as it needs to learn about ferries on large rivers. It also alters the savegame and since the savegame format is different, that means rewriting the savegame code from scratch. It's not a 5 minute job, but getting it done at some point before the Plains branch makes it into a release seems realistic.
 
Tar? :D
https://en.wikipedia.org/wiki/Tarring_and_feathering

Instead of creating superships with the ownership of a tar pit I would go the other way - shipbuilding as now if you have at least a unit of tar for each ship because tar was essential in waterproofing not only sails but the hull too.

If not the ship is launched with the leaky gut promotion that ray created until further repaired.


Moving over the tar pit has a say 10% chance of sinking in (50% for wild animals) and being rediscovered a century later as a fossil.


Without tar no Tar paper - and building costs could be higher.
https://en.wikipedia.org/wiki/Tar_paper
 
Last edited:
Top Bottom