QES
Court Jester
A long time ago I posed this idea, so for a few of you, it might wreak of undeath - as it's flesh slough's off and it ambulates toward your noggin in what certainly can only be the hope for a feast on grey matter.
No matter (heh), i push onward none the less.
I personally like "Stages." You know, you work small, then you advance/better. And you graduate to a new realm, a new area - a new venue, etc. Civ2 and up had this idea of eras and would change graphics accordingly. I have something similar in mind, but the principle and 'chief' idea is that as the world gets larger, things act larger.
What's this mean?
Well in the beginning of a game, your view is limited and your map is wholly centered on you. This represents the first level of play. Eventually the entiremap will be swarmed by your minions (if successful) or your enemies (if you're not.) This is the last stage.
I'm here to advocate for a 3-4 point transition inbetween the scales of map, to be reinforced (and in-fact, enforced) by terrain modifications.
I heartily Advocate for the 'tiered terrain system' that i'm sure many of you are now instandly recoiling and looking for the little 'x' at the top of the window and quickly as your mouse can carry you.
The idea is this:
There are terrain that are simply impassable until appropriate technologies are developed. Then your units may walk on them normally.
These terrain would be layerd inward (i see that peoples mapping skills have increased GREATLY - so maybe this is a possibility).
The general idea is that, like ocean, there should be several tiers of 'obstacle' terrain that require advances to navi-, or circumnavigate.
We already have 2. The sea, and the ocean. The sea/shore is one boundry, with the ocean being the second level.
I simply wish to include this in the normal game. I think we've already got 1 - Mountains. We simply need one or two more (common) and we've got it.
Tiers:
Haunted Woods: Haunted Wood are impassable terrain until Hunting is developed. Haunted Wood are a Forest Varient (darker/creapier looking). However it would have an chance of cool rare resources that would be superior in nature to normal forest resources.
Bog: Bog are impassable terrain until Hidden Paths is developed. (However it's still slow going from there.) Bog would be a jungle variant. However it would have an increased chance of various new resources that would be superior to jungle-found resources.
*additional*
Chasm: (Inverted Mountain Range) Chasm are impassable terrain until Engineering is Developed. And then only workers may walk on it - and only to build roads/bridges.
*supplemental/agumented*
Mountain/Mountain Range: Mountains are impassable until Mountineering is developed. Mountineering is a new technology which offshoots from mining which allows for 4(6) promotions. Two of which are exclusive to dwarves.
The first is "mountain mine." This allows workers to dig deep mines into the mountain +4 +2 - these take a long time to build.
The second is "mountain path" and allows workers to build roads on mountains - but it sacrifices the worker (as a spell.)
The third is "Mountaineering I" and allows units to move through mountains (consumes all movement).
The fourth is "Mountaineering II" which reduces mountain movement to 2.
The Fifth (Exclusive to dwarves) replaces "Mountain Mine" with "Dwarven Deep Mine". Dwarven Deep mines give +6 +3 and +1
These take take an extremely long time to build.
The Sixth (Exclusive to dwarves) replaces "Mountain Path" with "Dwarven Tunnel". Dwarven tunnels do not destroy the worker when built (but take a long time to complete). And any dwarven unit using/on them is "hidden."
Dwarven Tunnels may also be built in Hills, and can only be seen by dwarven civilizations (other civs dont even see the graphic.)
Also - once a road is built - any unit may traverse the tile. This needed clarifying.
Just a rebirth of once-dead thoughts (and some new stuff.)
-Qes
No matter (heh), i push onward none the less.
I personally like "Stages." You know, you work small, then you advance/better. And you graduate to a new realm, a new area - a new venue, etc. Civ2 and up had this idea of eras and would change graphics accordingly. I have something similar in mind, but the principle and 'chief' idea is that as the world gets larger, things act larger.
What's this mean?
Well in the beginning of a game, your view is limited and your map is wholly centered on you. This represents the first level of play. Eventually the entiremap will be swarmed by your minions (if successful) or your enemies (if you're not.) This is the last stage.
I'm here to advocate for a 3-4 point transition inbetween the scales of map, to be reinforced (and in-fact, enforced) by terrain modifications.
I heartily Advocate for the 'tiered terrain system' that i'm sure many of you are now instandly recoiling and looking for the little 'x' at the top of the window and quickly as your mouse can carry you.
The idea is this:
There are terrain that are simply impassable until appropriate technologies are developed. Then your units may walk on them normally.
These terrain would be layerd inward (i see that peoples mapping skills have increased GREATLY - so maybe this is a possibility).
The general idea is that, like ocean, there should be several tiers of 'obstacle' terrain that require advances to navi-, or circumnavigate.
We already have 2. The sea, and the ocean. The sea/shore is one boundry, with the ocean being the second level.
I simply wish to include this in the normal game. I think we've already got 1 - Mountains. We simply need one or two more (common) and we've got it.
Tiers:
Haunted Woods: Haunted Wood are impassable terrain until Hunting is developed. Haunted Wood are a Forest Varient (darker/creapier looking). However it would have an chance of cool rare resources that would be superior in nature to normal forest resources.
Bog: Bog are impassable terrain until Hidden Paths is developed. (However it's still slow going from there.) Bog would be a jungle variant. However it would have an increased chance of various new resources that would be superior to jungle-found resources.
*additional*
Chasm: (Inverted Mountain Range) Chasm are impassable terrain until Engineering is Developed. And then only workers may walk on it - and only to build roads/bridges.
*supplemental/agumented*
Mountain/Mountain Range: Mountains are impassable until Mountineering is developed. Mountineering is a new technology which offshoots from mining which allows for 4(6) promotions. Two of which are exclusive to dwarves.
The first is "mountain mine." This allows workers to dig deep mines into the mountain +4 +2 - these take a long time to build.
The second is "mountain path" and allows workers to build roads on mountains - but it sacrifices the worker (as a spell.)
The third is "Mountaineering I" and allows units to move through mountains (consumes all movement).
The fourth is "Mountaineering II" which reduces mountain movement to 2.
The Fifth (Exclusive to dwarves) replaces "Mountain Mine" with "Dwarven Deep Mine". Dwarven Deep mines give +6 +3 and +1
These take take an extremely long time to build.
The Sixth (Exclusive to dwarves) replaces "Mountain Path" with "Dwarven Tunnel". Dwarven tunnels do not destroy the worker when built (but take a long time to complete). And any dwarven unit using/on them is "hidden."
Dwarven Tunnels may also be built in Hills, and can only be seen by dwarven civilizations (other civs dont even see the graphic.)
Also - once a road is built - any unit may traverse the tile. This needed clarifying.
Just a rebirth of once-dead thoughts (and some new stuff.)
-Qes