Well, here's a little test patch over 1.2.2. Not everything I wanted to implement is here yet, but this is what I have done:
+ All terrain produces no water (food) unless it has hills in which case it produces +1 water unimproved. I am just testing this hills change - I'm not sure whether we need it or not yet. An alternate idea to give a little extra push at the beginning to make the city square produce 3 rather than 2 water.
+ Bonus placement seemed to be pretty chaotic with no particular logic to it, so I've started from scratch effectively. I've removed all the random factors for now, and just made all bonus placement amounts be related to the number of squares on the map. Once we get the proportions right, we can introduce a bit of randomness for interest.
Placement order goes like this as of now:
1. Aquifer bonus. This bonus is a replacement for the Water resource and will be where you build Well improvements. At the moment this produces +4 water unimproved, but I'd like to get this down potentially to +2. even zero so it is more realistic. I'm thinking the Well improvement can add +4 to the square perhaps, Deep Well +8. I hoping davidallen can do the Improvements as I don't have experience of adding these. The Aquifer bonus is really common. I would like both Wells and Windtraps to be sources of Fresh Water. I've kept the bright blue water for now as it is helpful while tuning to have it super-obvious.
2. Dew Plants. These are Sword Grass, Burro Weed, Spiked Paintbush, Sand Verbena, Barrel Cactus, Creosote. I have used the grouping stuff in BonusInfos to mean there is a high likelihood these will occur in clumps of two or three. I have produced a nice icon for each of these because I was getting confused. The 3D graphics are unchanged. At the moment, you can build Drip Farms on these to get the water output. Should we have a separate Dew Collector improvement, or just rename Drip Farm to Dew Collectors or what?
3. Then everything else, we need to review placement for hammer and commerce producers too once we have balanced this.
+ The existing Windtrap mechanic is unchanged. I like it and think it works well. I'd just like to have the Wells as a second source of Fresh Water.
+ Added the new Windtrap model from Lord Tirian.
+ Improved the Spice eye icon.
@david: Would you be able to add the Well improvements and do some of that lovely autoplay testing? I fully expect to have to rework the BonusInfos numbers several times to get the right distribution of resources.
This is still highly experimental, but I think if we balance the numbers it could be pretty cool. I've checked and the AI seems to grow pretty well - some had a second city down by turn 50 (which doesn't seem that quick admittedly - I think the worm fear theory might be responsible). I'm sure people can pick faults, but let's at least give the idea a fair go. Everything is open to revision and refinement.