bob rulz
Prince
I have a few ideas for new terrain here. There are all sorts of terrain that could be added for variety.
First off, every tile should look different. You shouldn't see identical mountains, forests, or hills, and grassland should have scattered patched of trees (just for looks) and a slight curve representing higher terrain (at least on some grassland tiles). Mountain tiles hould be visibly higher or lower than one another, but still distinct. Volcanoes should also be the same, also with some being snowcapped (just for looks). Secondly, river tiles should be able to run in-between OR through squares, but shouldn't be their own seperate terrain. If a river runs through a square a defender gets a bonus when being attacked as if you're attacking across a river.
Now, for the new terrain:
MOUNTAIN RANGE: A string of connected mountains that cannot be improved in any way, but still give one shield when being worked. A single mountain range tile takes two turns to move across...basically, you move onto it, and the unit cannot move the next turn, although they can still defend...with a 125% bonus! Mountain ranges will usually be snowcapped, just for looks, and they're usually three to four tiles long.
MOUNTAIN PASS: A break in-between two mountain ranges where you can pass with your normal speed and you can also build a road through it, but not any other improvements. Gives one shield when worked and also a 75% defense bonus. A city can be built on a mountain pass as well.
PEAK: A very tall, snowcapped mountain shrouded in clouds. Can be seen from very far away but you cannot see the ladn in-between, adding to the sense of mysteriousness...is only accessible to scouts and explorers and produces two shields when worked.
PEAK VOLCANO: A very devastating volcano that can affect land up to two squares away. Otherwise identical to a peak accept that it produces three shields, like a normal volcano.
BEACH: A coastal tile that gives two commerce and one food. You can build a road on it but not any otehr improvement.
CLIFF: Can be found on the coast, in desert areas, or in mountain areas. You cannot travel up or attack up cliffs, but you can bombard up cliffs. Cities on the edge of a cliff get a 50% bombardment defense bonus when bombarded from the bottom of the cliff. A city on the edge of a cliff has a 15% defense bonus when attacked from the side, but not from the back. A mine or road can be built along the edge of a cliff. A city built on a cliff along the coast cannot build a harbor or any sea units, but also cannot be attacked by amphibious units.
BUTTE: A piece of land completely surrounded by cliffs, usually no more than two squares in size. Gives one shield when worked. Only accessible when a unit is dropped from a helicopter. Unit gets a 100% defensive bonus and a 50% bombardment bonus. Only ranged units can attack it however.
These are just my thoughts on new terrain. Feel free to chip in your thoughts or you own new ideas for terrain in here.
First off, every tile should look different. You shouldn't see identical mountains, forests, or hills, and grassland should have scattered patched of trees (just for looks) and a slight curve representing higher terrain (at least on some grassland tiles). Mountain tiles hould be visibly higher or lower than one another, but still distinct. Volcanoes should also be the same, also with some being snowcapped (just for looks). Secondly, river tiles should be able to run in-between OR through squares, but shouldn't be their own seperate terrain. If a river runs through a square a defender gets a bonus when being attacked as if you're attacking across a river.
Now, for the new terrain:
MOUNTAIN RANGE: A string of connected mountains that cannot be improved in any way, but still give one shield when being worked. A single mountain range tile takes two turns to move across...basically, you move onto it, and the unit cannot move the next turn, although they can still defend...with a 125% bonus! Mountain ranges will usually be snowcapped, just for looks, and they're usually three to four tiles long.
MOUNTAIN PASS: A break in-between two mountain ranges where you can pass with your normal speed and you can also build a road through it, but not any other improvements. Gives one shield when worked and also a 75% defense bonus. A city can be built on a mountain pass as well.
PEAK: A very tall, snowcapped mountain shrouded in clouds. Can be seen from very far away but you cannot see the ladn in-between, adding to the sense of mysteriousness...is only accessible to scouts and explorers and produces two shields when worked.
PEAK VOLCANO: A very devastating volcano that can affect land up to two squares away. Otherwise identical to a peak accept that it produces three shields, like a normal volcano.
BEACH: A coastal tile that gives two commerce and one food. You can build a road on it but not any otehr improvement.
CLIFF: Can be found on the coast, in desert areas, or in mountain areas. You cannot travel up or attack up cliffs, but you can bombard up cliffs. Cities on the edge of a cliff get a 50% bombardment defense bonus when bombarded from the bottom of the cliff. A city on the edge of a cliff has a 15% defense bonus when attacked from the side, but not from the back. A mine or road can be built along the edge of a cliff. A city built on a cliff along the coast cannot build a harbor or any sea units, but also cannot be attacked by amphibious units.
BUTTE: A piece of land completely surrounded by cliffs, usually no more than two squares in size. Gives one shield when worked. Only accessible when a unit is dropped from a helicopter. Unit gets a 100% defensive bonus and a 50% bombardment bonus. Only ranged units can attack it however.
These are just my thoughts on new terrain. Feel free to chip in your thoughts or you own new ideas for terrain in here.
