New terrain features

I think they did or at least the AnD did. Yeah I assume the -25% represented the disadvantage from working in a hostile environment. Plus I don't think Dunes wuld automatically give cover, but that they are just a different more arid and wind blown desert type. To me, Dunes w/ cover are Dunes w/ a hill feature on them and would thus have the hills defense bonus. Otherwise you might as well just call desert with hills 'dunes'.
 
@All I forgot to mention, I asked 0100010 if he would like to join the team and work on the terrain stuff, which is mostly features, bonuses and improvements at the moment. 0100010 agreed - until RL gets in the way.

So welcome 0100010 to the team.
 
I think they did or at least the AnD did. Yeah I assume the -25% represented the disadvantage from working in a hostile environment. Plus I don't think Dunes wuld automatically give cover, but that they are just a different more arid and wind blown desert type. To me, Dunes w/ cover are Dunes w/ a hill feature on them and would thus have the hills defense bonus. Otherwise you might as well just call desert with hills 'dunes'.

even a "flat" dunes have hills and valleys. But the flat ones are more like a sandy beach, while a hill dune is like the major Sahara Dunes you see in movies.
 
As someone who always uses Terrain Damage in my games terrain features like an Oasis is great for crossing the desert. However in the cold polar regions they don't have anything like this. Thus I recommend a new terrain feature, a Hot Spring! These of course can go anywhere on the map but would work best in cold terrains where it can counter act the terrain damage of the cold. Perhaps a tiny version of the Pamukkale natural wonder could be used.

Also I hope shipwrecks eventually become a thing.
 
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As someone who always uses Terrain Damage in my games terrain features like an Oasis is great for crossing the desert. However in the cold polar regions they don't have anything like this. Thus I recommend a new terrain feature, a Hot Spring! These of course can go anywhere on the map but would work best in cold terrains where it can counter act the terrain damage of the cold. Perhaps a tiny version of the Pamukkale natural wonder could be used.

Also I hope shipwrecks eventually become a thing.

1. Except we have Pamukkale in the wrong terrains it is more of a temperate/tropic natural wonder not a snow one.

2. There is/was a hot spring terrain feature someone did but I could not get it to work. It was even animated.

3. I had shipwrecks working at one stage but never got round to getting it placed when ships were sunk. The main problem is that reefs are features also and you can't have two on the same plot so it needs to be an improvement. The problem then is do we treat it as treasure, ie a special type of goody hut on the ocean floor, or do we make it a dive location for tourism, or an archaeology site? (Note: also had flotsam working but again did not get round to the Python).
 
For the ship make it first a "treasure" (special goodie hut). Then when "popped" you get a treasure item/gold/tech and then it leaves a terrain feature. Similar to how we had those Olmec heads left when you popped land goodie huts. The terrain feature makes reefs/coral/seaweed/sea grass when popped. When made the player can put improvements on them such as make it a dive location, archeological site, shipwreck reef preserve, etc.

Unit -> Goodie Hut -> Terrain Feature (with improvement options).
 
As someone who always uses Terrain Damage in my games terrain features like an Oasis is great for crossing the desert. However in the cold polar regions they don't have anything like this. Thus I recommend a new terrain feature, a Hot Spring! These of course can go anywhere on the map but would work best in cold terrains where it can counter act the terrain damage of the cold. Perhaps a tiny version of the Pamukkale natural wonder could be used.
At the moment, ancient forest do remove terrain damage in polar terrains... Doesn't make much sense though.
 
Too bad barbarians are immune to terrain damage.

JosEPh
 
I don't normally use Terrain Damage but we have it in 1 (if not 2) of the Pbem games. If the Barbs in it took terrain damage I would be more successful in getting rid of Ice and Permafrost Barb cities. I'm not seeing them take any. Am I wrong again? :dunno:
 
I don't normally use Terrain Damage but we have it in 1 (if not 2) of the Pbem games. If the Barbs in it took terrain damage I would be more successful in getting rid of Ice and Permafrost Barb cities. I'm not seeing them take any. Am I wrong again? :dunno:
Terrain damage doesn't apply to cities.
Terrain damage is reduced when a tile is improved, thus a barb could potentially heal more than what the terrain damage it when stationed at a desert or polar mine/cottage/farm/etc.
I'm pretty sure barbs take terrain damage in the same manner as any other.
 
I realize the cities don't and so the units inside are "healed". It just looks like they are not taking any when outside the city. Is terrain damage reduced in a cities cultural influence, square then fat x? Like I said I don't use it in my personal games, so I'm not that familiar with it. Just what the Pbem games show me.
 
I realize the cities don't and so the units inside are "healed". It just looks like they are not taking any when outside the city. Is terrain damage reduced in a cities cultural influence, square then fat x? Like I said I don't use it in my personal games, so I'm not that familiar with it. Just what the Pbem games show me.
And the surrounding city tiles have not been improved? I know I've seen whole stacks of barbarian dying trying to traverse a polar region, they usually go around deserts so I don't see this as often there.
 
In the most recent case the city is located on a resource next to a polar ocean. And it has 2 tiles with a path either side of the city along the coast. One of those has a hill that has a mine. That is the only improvements. Rest is either Ocean or Ice flat terrain for the rest of the 9 tiles. I have been building a string of watchtowers or palisades to get to their border so I can attack with relatively "fresh" spear, axe, and composite bow. Some of my spear and axe have the Ice promotion III some have the permafrost promo II and some have no terrain promotions but may have poisoned arrows or spears.
 
Originally barbarians would be immune to the terrain types near the city they were built in. Thus if the city was in the arctic regions they would be immune to damage from snow, tundra and permafrost if those terrains were in the vicinity of the city. It was only terrains in the vicinity of the city that they would be able to traverse anywhere on the planet without harm. It worked sort of like the Initial Military promotions do but are applied 100% of the time to the barbarians.
 
Originally barbarians would be immune to the terrain types near the city they were built in. Thus if the city was in the arctic regions they would be immune to damage from snow, tundra and permafrost if those terrains were in the vicinity of the city. It was only terrains in the vicinity of the city that they would be able to traverse anywhere on the planet without harm. It worked sort of like the Initial Military promotions do but are applied 100% of the time to the barbarians.
Thanks for clearing that up, learned something new there.
 
And what DH has explained is why they are tough buggers to root out. That innate 50% defense plus the 20% attack for a city of barbs with composite bows that already have city defender promo. That 5 str Comp. Bow is now a 9 str inside the city and 7.5 outside of it. Gonna lose a few Axe and spear, even some horsemen too to take that 1st city.
 
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