New terrain features

Okay. No additional :food: or :commerce: from Trait.

3 from Lush + 2 from Picking Camp(1 + additional 1 with Agriculture tech) + 1 from Irrigation Canal = 6:food:
3 from Lush + 1 from Winery + 1 from Irrigation Canal = 5:food:
So, food stats are normal. I'll make Winery get additional 1:food: with Agriculture.

1 from Wine + 2 from Picking Camp(1 + additional 1 with Trade tech) + 1 from River Port + 2 from River Authority = 6 :commerce:
1 from Wine + 2 from Winery = 3 :commerce:
I'll make Winery get additional 1:commerce: with Trade. That'll be not a problem.
Two problems here.
One. For some reason, the winery tile didn't get bonus from buildings.
Two. River Authority replaces River Port. But 1:commerce: from River Port wasn't removed when it was replaced.
 
Apples are now extremely rare. In fact in my current game there are none.

Lemons and Olives are okay, but Dates, Coconut Palms, Cactus dominate.

Bananas are rare too. The Jungle tiles just are not producing any measurable usable food resources. But do give some Prime Timber. There are limited forest ranges now also.

Jungles also don't give gems as they used too. Instead most gems seem to be found in tundra/barren/rocky (the latter is okay but the 1st 2 are always near the top/bottom of the map, polar regions for finding gems). Barren also shows up by rivers, as does the new dunes. :confused:

Maybe this is all intended but thought I'd mention it. But the Apple situation definitely keeps the English culture from ever forming.

JosEPh
 
It seems that the Eden Project is not adapted to the new terrains: Rocky, Barren, Dunes, Desert, Salt Flats and Permafrost are not affected. As you also cannot terraform all of these they are mostly unusable, even in the Galactic Age.

This was brought up when we first worked on it. I have no idea where that stuff is controlled. Any help from other team members would be nice. The terraforming order should be ...

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush
 
This was brought up when we first worked on it. I have no idea where that stuff is controlled. Any help from other team members would be nice. The terraforming order should be ...

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush
Looks to me like the core of that stuff is a build in CIV4BuildInfos: BUILD_TERRAFORM_GRASS and similar.
 
The build infos is only part of the picture. There needs to be an improvement also. I will look at it later today.
Yes, it is referenced in there. The actual effect is not the improvement though but the build itself (it has a terrain change tag).
 
Yes, it is referenced in there. The actual effect is not the improvement though but the build itself (it has a terrain change tag).

I wonder if we can do without? Probably not since the yield changes are on the improvement definition.

Edit the improvement infos says what can be terraformed the build infos says what it becomes.
 
This was brought up when we first worked on it. I have no idea where that stuff is controlled. Any help from other team members would be nice. The terraforming order should be ...

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush

I need to know what features are removed when. Forest, jungle, oasis, dates and so on.

Should we also allow terraforming of reef and coral to coastal?

I am about 70% done, almost enough to put it in the SVN anyway. :)
 
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