Valkrionn
The Hamster King
Possible, but unlikely; I'd want to know EXACTLY how a system like that works. Far more likely to make my own.
I think that the Frozen civ should only be summonable by civs that have the white hand as their state religion. Maybe even have another tech like the Infernals have to summon them. Problem is that I've noticed that the AI of civs seem to think its great idea to summon the Frozen. I doesn't make sense for certain civs to summon them, Lore wise and gameplay wise.
Exactly. I dont mind having +1 hammer on coast, just add some flavour to it)A forest grew on the coast?
Palisade (builds 50% faster with stone) add some forest-specific lumber resource? red wood, ironwood... treant corpses... and 'buildspeed bonuses'/'build available' upon types of terrain present in ring? (see MoM)
Exactly. I dont mind having +1 hammer on coast, just add some flavour to it)
Addendum: and that sea forest spreads much faster than upon land.
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
CIV4FeatureInfos.xml:I'm not sure how the hell a Forest spawned on a coast...
What did i meant that if city has a workable forest plot within radius it would be feasible for that city to receive a small bonus on all 'wooden' production. Additional discouraging for maniacal tree-killers, along with those marvellous new camps for all.Not types of terrain, but boosts from bonuses in the city's vicinity (workable radius) would be feasible. And I'm planning to add an Ironwood bonus, but as of now it's just used as an Archery weapon and would be rare.
CIV4FeatureInfos.xml:
Under <Type>FEATURE_FOREST</Type>
i can see this:
<bNoCoast>0</bNoCoast>
And as the code you had shown lies under tag <OnUnitChangeTo/> there is a doubt these variables are for spamability (i see that file a first time). They rather seem to define into what described feature can become after its removal.
Or maybe all that is said above is nonsense and your new oceanic terrain type simply missing from many old definitions (that may be nonsense too)
What did i meant that if city has a workable forest plot within radius it would be feasible for that city to receive a small bonus on all 'wooden' production. Additional discouraging for maniacal tree-killers, along with those marvellous new camps for all.
And screenshot is above ^