Time and Atmosphere

acd

Chieftain
Joined
Apr 5, 2005
Messages
62
Time should be a variable that the player can adjust. Standard turns are set a 1 year. If you are developing your culture, the turns should be variable between 1, 10, and 100 years, max. If you are attacked, or engage in war, the turns switch to 3 months, fixed until peace is achieved. If you are engaged in diplomacy and trade the activity is registered at the one year level. Your leaders grow old and die and you have heirs.

Weather is included, such that a major storm can ensue upon your seas and leave your entire invasion fleet of the Islands of Inish Mor on the bottom of the ocean. Snow, rain, sun, are all a factor, and its all regional.
 
Geographic identity is generated by the culture. Your lands are assigned a geographic name that are visible as a backdrop map.
 
The first idea is being discussed elsewhere and it seems it is a bit impracticable when you truely think about it. As for the second idea weather has been discussed and it seems a good idea.
 
acd said:
Geographic identity is generated by the culture. Your lands are assigned a geographic name that are visible as a backdrop map.
I agree that Geographical identity should have greater impact, just like other identities as religious, racial and through law.
 
Weather could be implemented like eruptions or the plague. Earthquakes, fires and floods could result in artillery bombardment-like destruction of improvements in a city or tile improvements like irrigation or mines. Avalanches on snow-capped mountains could damage units situated on them. Like acd said, entire fleets could be sunk by cyclones or tsunamis, and these could also damage coastal cities.
 
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