More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

If you intend to have birds give Guano then the place should be on land (because the last of your pictures looks like the seagulls are on open sea next to the Caravel).

If Guano becomes a yield as a fertilizer then that should be an Inca only thing at the start - europeans only started to harvest and export Guano to Europe after 1802 so after the games normal timeline from 1492 - 1792 so a "last era/age/technology advance" yield
https://en.wikipedia.org/wiki/Guano#History_of_human_use
And the yields of food should then be lowered if the use of guano would raise food production.

If Guano becomes a part of ammunition as part of gunpowder in the form of salpetre then not only birds should give guano but caves with bats too, e.g. in the american civil war the Confederates mined bat guano to produce gunpowder.
https://en.wikipedia.org/wiki/Guano#Bat_guano_2
 
... started to harvest and export Guano to Europe after 1802 ...

I know that. :)

But for me:

It was there and it could have been used. Just because it did not happen does not mean that it could not have happened.
(And as you said correctly the Inca and other Central American / South American tribes knew about its usage.)

See, the French also never founded the "Etas Unis de l'Amerique". ;)
But in the game you are still allowed to conquer all of the Americas and declare Independence as France.
 
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Since I always felt we had a balancing issue with "Pearl Diver", we now also have Terrain Feature "Pearl Reef" additionally to Terrain Feature "Coral Reef".
(Same Movement Rules / Restrictions apply, but instead of Food it gives Pearls.)

Terrain Feature Pearl Reefs may also have Bonus Ressource Pearls.
(Such places that have both - the Terrain Feature and the Bonus Ressources - are of course true "Pearl Paradises".)

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I know that. :)

But for me:

It was there and it could have been used. Just because it did not happen does not mean that it could not have happened.
(And as you said correctly the Inca and other Central American / South American tribes knew about its usage.)

See, the French also never founded the "Etas Unis de l'Amerique". ;)
But in the game you are still allowed to conquer all of the Americas and declare Independence as France.

Until 1802 noone in Europe knew that it could be used. The reason is that while bird guano exists everywhere on the world where birds live in large colonies, the guano becomes useless if the weather has too much rain (like most areas in Europe).

The dry coasts of South America (e.g. the Chile/Bolivia/Peru area) were perfect to preserve the guano in a form that could be harvested for fertilizer and salpetre for gunpowder.

Which means that having birds that give guano as a yield are a problem as that guano in most areas should be useless - just bird **** like doves damaging statues in cities with theirs. Only in dry areas where a larger bird colony nists would the guano be preserved and amass over time to the amounts that could be harvested - until it becomes useless again by the development of the Haber-Bosch-Verfahren which allows the artificial production of the ingredients of guano.

Having the natives use guano as fertilizer and later the settlers is fine - but only if the food yields are cut down before. Because the food production is already no problem anymore with 2plot colonies, farms, large farms and several food boni. Adding a guano bonus on top of that would take any challenge from providing food for ones colonies.
 
Since the Player can already bring Horses, Cattle and Sheep to the New World and breed them I plan to also let him bring "Pigs" (and breed them as well).
(Currently only Bonus Ressource, was created. Yield will be created later in a second phase.)

In contrary to Horses and Cattle: Pigs really like Marshland and Wetland.
(So they now fill the Breeding Slot for those Terrains that can not breed Horses and Cattle.)

Again, at the moment they give Yield "Food", but will give Yield "Pigs" later.
(I need to work step by step preparing what I need.)

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Is (pig) skin leather planned as well as they get into the slaughterhouse (just like cattle)?
Or do you plan pig skin as a different yield from the existing skin?
 
Is (pig) skin leather planned as well ...
Yes, just like "Fur" (e.g. Deer) and "Premium Fur" (e.g. Beavers), there will be "Cheap Leather" (Pig) and "Quality Leather" (Cattle).

------

However I am massively prototyping and experimenting.
My concepts and plans change almost daily.

Also I jump wildly between different prototypes and concepts.
Basically I develop several cocepts and ideas in parallel.

Also I may sometimes take several weeks off and not mod at all or just do something small as e.g. "Pigs".
Then I may be modding again intensively on something and come back with a really big implementation.

------

--> Thus there is also no point to discuss anything anymore ahead of time.
--> The only thing that still makes sense is to show you from time to time what I did.
 
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I further improved Shallow Coast graphics. :)

I may not yet be a "graphical expert" but I am still happy with my beginner work.
Slowly but surely I am learning all that graphical stuff ...

The borders to "Land Terrain" now look a bit more like "beaches".
The borders to "Normal Coast" now are also a bit more visible.

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Terrain Taiga is now also ready to be added. :)
(Game Concept, Bonus Ressoruce, Terrain Features, Yields, Balancing ... all still in work.)

e.g. it will have Lichen (still in work), Caribous (already done), ...

Considering balancing it is basically somewhere "in the middle" between Grasland and Tundra.
(A bit Food than Tundra, but a bit less Premium Fur than Tundra.)

e.g.
  • Grasland: 3 Food
  • Taiga: 2 Food
  • Tundra: 1 Food
Otherwise it is supposed to later allow good "Caribou Breeding".
(Similar to breeding Horses / Cattle in warmer Terrains.)

Caribous can be slaughtered for "Fur" instead of "Leather".
(And of course they will give Food.)

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Ok, after 1 day of "Terrain graphics overhaul", this is the current result. :)

It was actually not that simple, because I tried to achieve 3 main goals.
(Had to change my graphics several times until I was happy.)

1. Terrains looking natural / immersive -> higher texture quality.
2. Terrains still being easy to identify / visually distintinctive.
3. Terrains colour schemes matching without hurting the eye.

For our players there is a little quiz:
(Let us see if anybody gets this right.)

1. How many Terrains (Land and Water) are on the picture ?
2. How many Terrains do you think I will still add ? (Just Bonus Question)

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Ok, after 1 day of "Terrain graphics overhaul", this is the current result. :)


(Let us see if anybody gets this right.)

1. How many Terrains (Land and Water) are on the picture ?
2. How many Terrains do you think I will still add ? (Just Bonus Question)

1.) 17 terrain types
2.) Four!
 
Hi guys, you may not hear much of the things that happen in the background, but be assured that there are still things happening. :thumbsup:
This project "Terrain Overhaul" is simply extremely big ...

Here are e.g. a few great graphical improvements of @Moandor :

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If anybody is wondering what I am currently trying to create with my "Terrain Overhaul" considering Terrains, it is this here:

Sorry that the Map is in German - but it is the one I am using as base for my concept.
The "Spoiler" should explaint it all though sufficiently.

For Details on Terrains:
Spoiler :

Cold Zones (done)
(average yearly temperate below 0 degrees celsius)
  • Permafrost ("Permafrost" in game) <-- WTP standard
  • Tudra ("Tundra" in game) <-- WTP standard
  • Taiga ("Taiga" in game) <--- New in branch "Plains"
Temperate Climate (almost done)
(average yearly temperate around around 8 degrees Celsius)
  • Mixed Temperate Forests ("Grasland" in game) <-- WTP standard
  • Temperate Steppes ("Plains" in game) <--- New in branch "Plains"
  • Temperate (Half-Deserts and) Deserts ("Rock Steppes" in game) <--- New in branch "Plains"
Subtropic Climate (done)
(average yearly temperate around around 16 degrees Celsius)
  • Subtropic Wet Forests ("Wetlands" in game) <--- New in branch "Plains"
  • Subtropic Steppes ("Prairie" in game) <-- WTP standard
  • Subtropic (Half-Deserts and) Deserts ("Deserts" in game) <-- WTP standard
Comment:
Excluded because it does not fit geopgrahically is "Mediterranean Climate".
(This game simply does not play in the Old World. The only reasos where it might fit is "Pacific Coast", which does not match this game period very well either.)


Tropical Climate (almost done)

(average yearly temperate around 24 degrees Celsius)
  • Thorn Savannah ("Shrubland" in game) <--- still in "Ray's private prototype"
  • Dry Savannah ("Savannah" in game) <-- WTP standard
  • Wet Savannah ("Marsh" in game) <-- WTP standard
Comment:
Excluded for simplification are "Rainforest" and "Tropical Half-Deserts and Deserts".
- Rainforest is basically "Jungle" (Terrain Feature)
- Tropical Half-Deserts and Deserts are not common in the Americas (only in Africa, Asia and Australia)

Additionally considering "Water Terrains" (done)
  • Ocean <-- WTP standard
  • Coast <-- WTP standard
  • Large Rivers <-- WTP standard (since "Large Rivers")
  • Lakes <-- WTP standard (since "Lakes")
  • Shallow Coast <--- New in branch Plains
  • Ice Lakes <--- still in "Ray's private prototype"
And of course our "additional Plot Types":
  • Mountains <-- WTP standard
  • Hills <-- WTP standard

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Subtropic Climate (done)
(average yearly temperate around around 16 degrees Celsius)
  • Subtropic Wet Forests ("Wetlands" in game) <--- New in branch "Plains"
  • Subtropic Steppes ("Prairie in game) <-- WTP standard
  • Subtropic (Half-Deserts and) Deserts ("Sand Deserts" ingame) <-- WTP standard
Comment:
Excluded because it does not fit geopgrahically is "Mediterranean Climate".
(This game simply does not play in the Old World.)

"Mediterranean climate" is a type name, and not confined to that very sea. Almost the entire Pacific Coast of the US is considered to be "Mediterranean".
But I guess the difference is too nuanced and your fine selection of terrains does already cover it.
Compare to: https://en.wikipedia.org/wiki/Mediterranean_climate#/media/File:Mediterranean_climate_(Köppen_climate_classification).svg

And it really depends on whom originally did the classification, too. :)
 
"Mediterranean climate" is a type name, and not confined to that very sea. Almost the entire Pacific Coast of the US is considered to be "Mediterranean".
But I guess the difference is too nuanced and your fine selection of terrains does already cover it.
Compare to: https://en.wikipedia.org/wiki/Mediterranean_climate#/media/File:Mediterranean_climate_(Köppen_climate_classification).svg

And it really depends on whom originally did the classification, too. :)

Not only one WHO did the classification but the time, too.
Ice Skating on Lake Superior, extreme frost in Jamestown, Virgina, floating ice so large that a guy in a canoe could hide behind it in James Bay (southernmost part of Hudson Bay), 1780 the harbour of New York froze allowing people to walk from Manhattan to Staten Island... All while a lot of summers were extremely hot (for a european).
https://en.wikipedia.org/wiki/Little_Ice_Age
 
Almost the entire Pacific Coast of the US is considered to be "Mediterranean".
That is true and also like the map also shows it, but "Pacific Coast of US" hardly plays a role in the gameplay.
But there is really no other place where the "Mediterranean Climate Zone" really matches.

But I guess the difference is too nuanced and your fine selection of terrains does already cover it.
Yes it would be too nuanced, to really model it nicely for gameplay in between the other Terrains. (In this case between "Grasland" and "Prairie" but still different to "Plains".)
It reality it is basically somewhere between Temperate and Subtropic, because the Ocean creates a kind of "compensation buffer" for temperature.

And it really depends on whom originally did the classification, too. :)
I know, I did just chose a model that matched well my plans for gameplay.
I am not saying that it is the only "climate model" possible.

----

My plans for "Terrains" are pretty much set. :)
The ones above will be what I will create. :thumbsup:
 
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Here is by the way the image I currently use as inspiration to create the new Terrain "Rock Steppes".

Buttons is already done.
(Terrain Textures still in work.)

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Those look good, how did you accomplish the different appearances of water (post 270)?

In 2071, to let Space Terrain be visible I had to turn water off entirely in TerrainSettings.xml - I'd tried to find ways to allow oceans on planets as well as alternate "sea terrains" like the Deep Desert seen in the classic Dune Wars mod of Civ4BtS, but it didn't work as vanilla water graphics covered everything with <bWater>1</bWater> and there wasn't a way to make certain Terrains low elevation without triggering that overlay. If there were a way to mod elevation offset of Terrains separately from whether they contain Water graphics, that could enable lots of interesting possibilities (creating appearance of a Mesa or Plateau as seen in the American southwest, or inland canyons/arroyos, sinkholes or depressions such as the Grand Canyon or Death Valley).

If it's a matter of adding intense enough colors for Terrain nif textures to be seen through transparent vanilla water graphics, that at least does add many interesting possibilities for sea types. I didn't include these in the Infinite Terrains modpacks I'd prepared, but Spiralgraphics/Genetica did make available a nice set of royalty-free seamless water/fluid terrain textures in case you'd like to try any of those out (e.g. see Shallows, Rocky Narrows, Straits of Evripos and Coral Bed).

http://spiralgraphics.biz/packs/liquid/
 
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This is excellent! :woohoo:I have always wanted more terrain types in civ/colonization. They started down that road with the first colonization and the "mixed forest" and savannah terrains but then reverted back to the old plains/grassland standby in colonization 2 for some reason. This will be a huge step to making the mod more realistic regarding where climate specific yields can be produced.

Comment:
Excluded because it does not fit geopgrahically is "Mediterranean Climate".
(This game simply does not play in the Old World. The only reasos where it might fit is "Pacific Coast", which does not match this game period very well either.)

"Mediterranean climate" is a type name, and not confined to that very sea. Almost the entire Pacific Coast of the US is considered to be "Mediterranean".
But I guess the difference is too nuanced and your fine selection of terrains does already cover it.
Compare to: https://en.wikipedia.org/wiki/Mediterranean_climate#/media/File:Mediterranean_climate_(Köppen_climate_classification).svg

And it really depends on whom originally did the classification, too. :)

I think a Mediterranean climate is modeled just fine by the sub-tropical climate type (prarie). It covers approximately the same latitudes but is found on the western sides of continents rather than the eastern side. The main difference is that it's much drier so you would just find less wetland and more prarie and sand desert in the west.

Comment:
Excluded for simplification are "Rainforest" and "Tropical Half-Deserts and Deserts".
- Rainforest is basically "Jungle" (Terrain Ferture)
- Tropical Half-Deserts and Deserts are not common in the Americas (only in Africa, Asia and Australia)

Agreed that rainforest is not needed. A rainforest is just a forest that gets a lot of precipitation so it might be a tile with marsh and jungle or maybe one with the dense timber or tropical hardwood bonus.

Overall I really like this idea and am curious to see how it will develop. Are the "half deserts" the same thing as the existing desert (i.e. no food production) or are they going to be some intermediate zone between true desert and the other tiles?
 
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