cyther
Lord of the Dance
In the next version of Rise of Darkness I will be implementing a new feature called the Hinterlands. I wanted to get it out in the open before the release so that I could get some feedback and suggestions before it is released.
The basic idea of the hinterlands is to delay developement in the early game by limiting growth and adding new features that will for a short time create an unenterable area that has requirements to both settle and explore.
The Hinterlands in the original thread that it was proposed in.
The Hinterlands
Adds new gameoption: Hinterlands when enabled it will enable all of the hinterland features.
When the map is generated an area around each unit of 3x3 will be created in which settling, building, and travel are possible. Outside of this area all of these actions will be impossible. These plots are marked by a mouseover text that calls them "Wildlands".
There are several ways remove this wilderness. The first would be to wait for your culture to go over this area which will cause it to lose it's wilderness. The second is after turn 125 (Modified by Gamespeed) plots that are next to a culture-filled tile will lose their wilderness. The third is that after turn 250 (Modified by Gamespeed) all wilderness will be removed from the game.
I have one other method but it may be too hard on the AI. I may add a spell called "Mapping" that requires Catography, 120 gold and can only be casted by a recon unit. It will remove the wilderness from the tile but I fear it could not be understood by the AI.
The only way to settle into Wildlands without clearing them is performed by the Kuriotates who can settle in wildlands with either new cites of with settlements.
A way to get by blocking of movement is also enabled. There is a new promotion called "Wildlander" which allows the units with them to walk in wildlands. This promotion is added to your starting scout and provides +5% to the unit's healrate. Other ways to get this are that it is given by the hunting lodge building, it can be given to any unit with Combat 1 and it can be bought in the capital for 30 gold.
There are a few other ways to get through wildlands. The Promotions Orc and Werewolf (Also used as the Doviello Racial) allow movement into wildlands. Another final faction that has immunity to the wildlands is any Barbarian unit.
The final feature in the Hinterlands is that some features and terrains require either a promotion or technology to enter.
The basic idea of the hinterlands is to delay developement in the early game by limiting growth and adding new features that will for a short time create an unenterable area that has requirements to both settle and explore.
The Hinterlands in the original thread that it was proposed in.
The Hinterlands
Adds new gameoption: Hinterlands when enabled it will enable all of the hinterland features.
When the map is generated an area around each unit of 3x3 will be created in which settling, building, and travel are possible. Outside of this area all of these actions will be impossible. These plots are marked by a mouseover text that calls them "Wildlands".
There are several ways remove this wilderness. The first would be to wait for your culture to go over this area which will cause it to lose it's wilderness. The second is after turn 125 (Modified by Gamespeed) plots that are next to a culture-filled tile will lose their wilderness. The third is that after turn 250 (Modified by Gamespeed) all wilderness will be removed from the game.
I have one other method but it may be too hard on the AI. I may add a spell called "Mapping" that requires Catography, 120 gold and can only be casted by a recon unit. It will remove the wilderness from the tile but I fear it could not be understood by the AI.
The only way to settle into Wildlands without clearing them is performed by the Kuriotates who can settle in wildlands with either new cites of with settlements.
A way to get by blocking of movement is also enabled. There is a new promotion called "Wildlander" which allows the units with them to walk in wildlands. This promotion is added to your starting scout and provides +5% to the unit's healrate. Other ways to get this are that it is given by the hunting lodge building, it can be given to any unit with Combat 1 and it can be bought in the capital for 30 gold.
There are a few other ways to get through wildlands. The Promotions Orc and Werewolf (Also used as the Doviello Racial) allow movement into wildlands. Another final faction that has immunity to the wildlands is any Barbarian unit.
The final feature in the Hinterlands is that some features and terrains require either a promotion or technology to enter.
- Forest- Cartography or Elf
- Ancient Forest- Hunting or Elf
- Desert- Exploration or Nomad
- Trackless Desert(Spawned in large areas of desert)- Writing or Nomad
- Hills- Crafting or Dwarf
- Crag(Spawned in large areas of hills)- Bronzeworking or Dwarf
- Tundra- Ancient Chants or Werewolf or Winterborn
- Ice- Warfare or Werewolf or Winterborn
Edit: - Jungle- Exploration or Orc