Cassius Critzer
King
- Joined
- Dec 27, 2017
- Messages
- 918
When a general looks at the terrain, then fancy farm graphics or mines or irrigation or railroads are rather pointless and detract from their main sense of inquiry: what does the darn base terrain look like so that they best know how to deploy soldiers to fight, how defensible it is on that tile, by what means the soldiers can be extracted or evade, or even retreat.
The way the terrain is now employed, it looks pretty although dated but obscures the very terrain that determines deployment. Basically you are forced to show hidden terrain in the menu, then move, then show hidden terrain, then move, and it is cumbersome. On a huge map, this is a serious time waster.
The most useful terrain indicators for improvements would use a code such as a tiny letter or number or a colored dot in a corner of the tile, such that the bulk of the tile could be seen and not have to use a special command to see what it actually looks like. Because as soon as a farm is laid upon it, then everything else is generally lost, so it could be a hill, or a plain, or grasslands, etc and they all might have different defensive values and movement rates.
The better scenarios eliminate railroads as the movement rates are absurd. It would be awesome if there were bad roads or trails, and then reasonable roads instead.
Because all tiles are layered by improvements, then using tiny graphics and corners would significantly improve the map.
The way the terrain is now employed, it looks pretty although dated but obscures the very terrain that determines deployment. Basically you are forced to show hidden terrain in the menu, then move, then show hidden terrain, then move, and it is cumbersome. On a huge map, this is a serious time waster.
The most useful terrain indicators for improvements would use a code such as a tiny letter or number or a colored dot in a corner of the tile, such that the bulk of the tile could be seen and not have to use a special command to see what it actually looks like. Because as soon as a farm is laid upon it, then everything else is generally lost, so it could be a hill, or a plain, or grasslands, etc and they all might have different defensive values and movement rates.
The better scenarios eliminate railroads as the movement rates are absurd. It would be awesome if there were bad roads or trails, and then reasonable roads instead.
Because all tiles are layered by improvements, then using tiny graphics and corners would significantly improve the map.
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