Hydromancerx
C2C Modder
@hydro what about the jungle and bamboo on marsh?
I was actually thinking about the Jungle one. I suppose Bamboo could work too.
@hydro what about the jungle and bamboo on marsh?
@DH,
Well you Did ask didn't you?
As for Coastal Marsh dominating in the "down under", the Coastal Bayous of Louisiana, Mississippi, Alabama, Georgia, and Florida are like them too. And have as well Swamps and Marshes too.
But what I really wanted to ask about Coastal marshes with Mangrove is: why you can not settle a city on any flatland or hill that has the Mangrove on the marsh? Especially if there is a River and a Hill, can these ever be used? Or just limited to much later in the game? I don't see why a Mangrove marsh Hill by a river on the Coast can not be settled early game. In fact the Marsh on the Hill by the River seems odd. But maybe that's the way it is "Downunder"?
JosEPh![]()
Could you please add the following new resources?
No offense but WHY? I believe its hard enough "right now" trying to make a new map with all the resource(s) in C2C right now![]()
I was going through some of the old requests I had and it seemed like having flowers would be a good addition. Right now we only have flowers indirectly such as with Indigo, Opium and Flax. Which are flowering plants but are used for other purposes besides their flowers.
I understand those we have, they do have a real purpose even nowadays, but what do flowers have to do with trading, economy, buildings, units, etc etc?? I am just trying to understand why is all??
I understand those we have, they do have a real purpose even nowadays, but what do flowers have to do with trading, economy, buildings, units, etc etc?? I am just trying to understand why is all??
@Hydro adding more resources means reducing the occurrence of those that we already have. It is probably about time we started thinking of limiting some resources by map size and the same for buildings.
We might want to think about having units "discover" new plant species that are not generated on the map but can be placed on the map by some sort of great farmer type unit.
EDIT: In fact we might want to do this more with living resources (animals and plants) discovered after the map has been made. And only discovered later through events and/or unit discovery.
Thanks DH for those great tables.
How do Peaks work with respect to Terrain Damage? Are they a 'terrain' or a 'feature' in that respect?
I'm going to formally re-suggest that all 'living' resources, flora and fauna, be converted to 'improvements' or 'features' that can grow, spread, be programmed to move, be eliminated, sprout or migrate throughout the game, etc... At this time, graphically, the improvements method would work best, though we still need to do some programming to enable the prerequisite of an existing improvement to build a particular improvement on the same plot (improvement upgrades as it were.)
And probably the event mechanism needs its planned improvements to manage some of these 'living' effects.
How will that influence city vicinity code? Not only do buildings such as a Corn Farm depend upon them but also Culture Wonders depend on them.
The expression system variant of city vicinity that also works with features and improvements is:How will that influence city vicinity code? Not only do buildings such as a Corn Farm depend upon them but also Culture Wonders depend on them.
<ConstructCondition>
<IntegrateOr>
<RelationType>RELATION_WORKING</RelationType>
<GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
<Has>
<GOMType>GOM_FEATURE</GOMType>
<ID>FEATURE_FOREST</ID>
</Has>
</IntegrateOr>
</ConstructCondition>