Terrain troubles or "The scale of the world" - why the terrain doesnt work

I still think it'd be neat if we could have more than one potential resource (but no more than one in a given category) on a given plot, meaning you'd have to be rather selective about what improvement you build as it will guide which resource you access. Forts would be a bit tougher this way, but if we made the base fort not give access but rather allow for forts to be upgraded into 'fort with a mine' or 'fort with farms' for example, we could still use forts to guide these choices too.

Then some resources could be made more readily available. Not ALL resources should be tough to obtain, but even a common resource like salt would have regions where its tough to get domestically.
 
I still think it'd be neat if we could have more than one potential resource (but no more than one in a given category) on a given plot, meaning you'd have to be rather selective about what improvement you build as it will guide which resource you access. Forts would be a bit tougher this way, but if we made the base fort not give access but rather allow for forts to be upgraded into 'fort with a mine' or 'fort with farms' for example, we could still use forts to guide these choices too.

Then some resources could be made more readily available. Not ALL resources should be tough to obtain, but even a common resource like salt would have regions where its tough to get domestically.

I like this idea in general. Only problem I see with salt is: you could basicly place it on just about every coast tile. Salt was "mined" for centuries,and still is, by flooding shallow pools with seawater and leting the water evaporate.
 
I like this idea in general. Only problem I see with salt is: you could basicly place it on just about every coast tile. Salt was "mined" for centuries,and still is, by flooding shallow pools with seawater and leting the water evaporate.

This is where a volumetric demand for resources system would be beneficial. Cuz then you could simply make a building that manufactures salt from having coastal access. Nevertheless, there are only so many places in the world where they're pulling a LOT of salt out of the sea, which would be those map resource spots.
 
This is where a volumetric demand for resources system would be beneficial. Cuz then you could simply make a building that manufactures salt from having coastal access. Nevertheless, there are only so many places in the world where they're pulling a LOT of salt out of the sea, which would be those map resource spots.

Sure not every coast lies on the Dead Sea. But I know that it was used at least in Germany ( for all the coast we have :D ) and in France, over large streches of coast.
( And I am all for a volume based resouce system.. that just sounds about as muchwork to doand balance as the whoe Galactic Era)
 
thx for your response, now i understand a little better how you did your decisions on the terrain.

And I'm happy for the attention onto this topic, because after all, terrain IS one of the top 3 most important aspects of civ, because it's popping into your eye instantly.

can't wait for that georealism thingy! any guess when we will be able to play around with it?
 
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