Mountain yields

Hawkwood

Man-at-Arms
Joined
Jul 12, 2008
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Denmark
IIRC Kael has posted that he wanted the Khazad to be capable of working peaks.
So I just wanted to inform that the Liu Zhang faction of the Sanguo Mod are capable of working peaks, and the peaks are still impassable.
 
This is awesome.

Can they PLEASE get the ability to make tunnels through them, too ?

Could just replace a "mountain" with "tunneled mountain", a unique terrain type only enterable by dwarves (luchuirp included)
 
I may be misremembering, but I thought Kael's response was that you can't make impassable tiles having a yield? So he would have to make peaks passable for dwarves ot capable of working them?
 
I may be misremembering, but I thought Kael's response was that you can't make impassable tiles having a yield? So he would have to make peaks passable for dwarves ot capable of working them?

I think in Rhye's and Fall of Civilization the Incans, I think it was, get a yield out of mountain plots while they were still impassable. I don't quite remember, its been awhile since I've played any other mod. I could be mistaken
 
There is such a block in the SDK, but I don't think removing it would be a big deal. I could probably do it myself. If I recall, it is just 1 line that needs to be commented out.

I really don't see why they would have put such a block in, especially seeing how they also let Peaks modify yields like hills do.


Actually, yields from impassible tiles are not completely blocked, as they can be worked if their yields are increased in python. I think that the yields f impassible terrains are just set to 0 when they are first placed.


Yes, the Incas did get food from peaks as a civ trait/power/whatever it was called.
 
Food from peaks doesn't seem too unreasonable. Eggs of mountain birds, meat of mountain goats, etc.

but more than 1 food would seem silly. there isn't much of it. the main purpose to getting stuff from peaks should be production. LOTS OF PRODUCTION.

I want 5:hammers: per tile please :D
 
Assuming it is possible, what should the yield be? For balance, it shouldn't be better than any other (improved) tile.

I'd propose 2 :hammers: - this way it's better than a citizen specialist but worse than a mined hill.

Or if you want to synergise better with the Khazad mechanics, 1 :hammers: 1 :commerce:.

(other similar changes: Clan (jungle +1 :food:), Doviello (tundra +1 :hammers:), Lanun (water +1 :commerce: instead of :food:, other buildings improved to give a food bonus for every civ). This makes bad terrain less bad, without unbalancing the entire terrain type as is the case with Lanun atm)
 
Worse than a mined hill makes no sense, I think. The best metals are buried deepest. Peaks should give a higher yield than hills.

Maybe, not allow them to do it from the start. Dwarves could get a UU called Tunneler or somesuch. At a mid-late industrial tech like Engineering, or Blasting powder. It would be able to enter peak tiles, and build the "Deep Mine" improvement, which would give 5 :hammers:. Before that, peaks would give no output.
 
Worse than a mined hill makes no sense, I think. The best metals are buried deepest. Peaks should give a higher yield than hills.

Maybe, not allow them to do it from the start. Dwarves could get a UU called Tunneler or somesuch. At a mid-late industrial tech like Engineering, or Blasting powder. It would be able to enter peak tiles, and build the "Deep Mine" improvement, which would give 5 :hammers:. Before that, peaks would give no output.

The best metals may be buried deepest, but deeper extraction would be more costly. Ultimately, it's a balance issue - this change is purely about flavour, so it's best it has little impact on overall strategy.

Your secondary solution is flavourful but would be difficult for the AI to use properly. I like the idea of improving tile yield with techs, though - but I'm not sure you can easily apply this on a civ-by-civ basis.

(possible replacement for "Tunneler" - UB that when built auto-improves all peak tiles in city radius - for example, with a mine)
 
Are peaks actually blocked? I've had mushrooms and other tile modification events spawn on peaks and make the tile workable.
 
Yielding peaks would be cool perk for the Arete civic, which is lacking anyway.

Maybe 0:food:1:commerce:2:hammers: or 0:food:0:commerce:3:hammers:.
 
To make it so it isn't overpowered, make it require Arete and be available only to the Dwarves. Either make a new improvement or maybe a building in the city that subtracts gold per turn (for the upkeep of the extensive tunnel system). The improvement could either be built by Mud Golems that get a promo allowing them to move on peaks or by a new UU.
 
Wow, there's a Three Kingdoms mod? Gotta try me that...

Anyway, having dwarves able to work mountains would be neat. Adds flavor, just like elves getting to put improvements on forests, or Lanun being able to build pirate ports and getting extra food from water tiles. I hope it gets considered for this mod.
 
I like the idea of dwarves mining peaks as well, but I'd like to see all civs have the ability to make peaks passable. Its no fun playing an Erebus game and having 2 civs declare war on you, but never see a single unit enter you territory because the AI can't figure out how to get to you.
 
@D-Rockz
That's a problem of the Erebus mapscript...

Keep peaks impassable but let them be workable for some real modest output (I´d say 1 hammer, perhaps one more hammer only for the dwarves), then give them a decent boost with Arete. This way you´d still ignore them unless you specifically go for the right tech.
 
Keep peaks impassable but let them be workable for some real modest output (I´d say 1 hammer, perhaps one more hammer only for the dwarves), then give them a decent boost with Arete. This way you´d still ignore them unless you specifically go for the right tech.

If you're only going to give them one hammer, then don't bother giving them anything at all. By giving them a single hammer, the AI will use citizens to work peaks forcing you to to bypass your city governors to control your citizens more often.
 
I'd suggest 2 hammers for Khazad, 1 for Luchiurp, and +1 when running Arete.
Second, I'd like to agree with the sentiment of some here, and I'd really like -anything- capable of removing or tunnelling through mountains. And not just for dwarves.
If you're only going to give them one hammer, then don't bother giving them anything at all. By giving them a single hammer, the AI will use citizens to work peaks forcing you to to bypass your city governors to control your citizens more often.
My Governor regularly use specialists instead of working the tiles, when it comes to my citizens - if it's a better deal. I don't think one hammer would be a problem.
 
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