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Author Topic:   TERRAIN & TERRAIN IMPROVEMENTS (ver 1.1): Hosted by EnochF
M@ni@c
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posted July 19, 1999 10:49     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: If Civ3 doesn't have 3D terrain, I would find it a step backworths.

In Civ2 Hills produce only 1 Food as if high terrain never would be fertile. With 3D altitude terrain, you could still have fertile grasslands or plainson high altitude. Cities like Quito, Lima, Addis Abeba, Kathmandu and Lhasa would be more realistic.

M@ni@c
Civer

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posted July 19, 1999 10:49     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: If Civ3 doesn't have 3D terrain, I would find it a step backworths.

In Civ2 Hills produce only 1 Food as if high terrain never would be fertile. With 3D altitude terrain, you could still have fertile grasslands or plainson high altitude. Cities like Quito, Lima, Addis Abeba, Kathmandu and Lhasa would be more realistic.

M@ni@c
Civer

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posted July 19, 1999 10:49     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: If Civ3 doesn't have 3D terrain, I would find it a step backworths.

In Civ2 Hills produce only 1 Food as if high terrain never would be fertile. With 3D altitude terrain, you could still have fertile grasslands or plainson high altitude. Cities like Quito, Lima, Addis Abeba, Kathmandu and Lhasa would be more realistic.

M@ni@c
Civer

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posted July 19, 1999 10:50     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: If Civ3 doesn't have 3D terrain, I would find it a step backworths.

In Civ2 Hills produce only 1 Food as if high terrain never would be fertile. With 3D altitude terrain, you could still have fertile grasslands or plainson high altitude. Cities like Quito, Lima, Addis Abeba, Kathmandu and Lhasa would be more realistic.

M@ni@c
Civer

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posted July 19, 1999 10:50     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: If Civ3 doesn't have 3D terrain, I would find it a step backworths.

In Civ2 Hills produce only 1 Food as if high terrain never would be fertile. With 3D altitude terrain, you could still have fertile grasslands or plainson high altitude. Cities like Quito, Lima, Addis Abeba, Kathmandu and Lhasa would be more realistic.

M@ni@c
Civer

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posted July 19, 1999 10:54     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
AAAAAAARRRRRGH!
What did I do?!
[This message has been edited by M@ni@c (edited July 19, 1999).]
Diodorus Sicilus
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posted July 19, 1999 11:03     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Technophile: Actually, "The General" movie (there were two of them: Disney made a version in the 1950s) is a good indicator that armies cannot use another civ's railroad. Individual trains on a raid, maybe, but a railroad is a system including switches, many trains, signals, and communications that all have to be controlled in order to use it. A single train is insignificant in the Civ game scale: remember that even a small Soviet WWII rifle division took 20+ trains to move, while an armored division can take 50 to 100 trains of 50+ cars each!
I agree with your concepts of limiting the massive rail net problem, but a relatively simle and realistic solution to the 'rail blitz' is to require railroads to be converted to your control by an engineer before any unit can use them for movement.
Thus, you could move an Armor/Tank unit along the railroad, but at terrain speed only. Behind it in the same turn you could place engineers on the rails to convert, but conversion would be like building roads: possible in the same turn, but only if you have a lot of engineers assigned to the entire railroad line.
In return, 'pillaging' or destroying railroads as you retreat should be one of the easiest and fastest of the Pillage commands. Destroying railroads in hill or mountain tiles is almost automatic: there are lots of bridges and tunnels that can be collapsed to block the rails and require major engineering to repair or replace.
M@ni@c
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posted July 19, 1999 11:13     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Tecnopile: My idea about Railroads:

You must have discovered Railroad to use Railroad. Some for Maglevs etc... That way inferior civs can't use your hightech machines. For them RR act as roads.

My idea to avoid blitzkrieg:

Before you can use someone else his RR's, you must convert them (see The List v1.0).
OR
you must connect your RR system to his, so you can use your own trains.

Actually this whole RR-blitzkrieg discussion is pointless if you give RR a 1/5 movement bonus.
READ MY POSTS!

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M@ni@c-SMAniaC
depends on what site I am.


[This message has been edited by M@ni@c (edited July 19, 1999).]

Theben
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posted July 19, 1999 00:57     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Beaten to the punch, but I'll say that any military unit should be able to capture a square of rr. And the quick destruction of rr's in retreat (or for whatever reason) is a good idea. Now if there are small units, from single persons to small groups of individuals (explorers, leaders, spies if still used as units *shudder* but not diplomats) they should be able to ride enemy rails as they could blend into the population easily. However, there should be a small % chance each square they move that they will be caught (by local authorities not on game map).

Maniac,
I consider SMAC-style raised terrain an interesting idea that failed in use. It made it difficult to see where units were, what TI's were on the tile that was tilted away from you on the map. Also it's not very realistic; considering the vast scale we're operating with the tiles should all look "flat" to our view. When tallying the pros & cons, in the end the flat tiles win me over.
Regarding your complaint, I did suggest new tiles: forested mountains & forested hills. They'd have +1 food & +1 production each, and would be found on the windward side of mountain ranges (west slope, like SMAC rainfall). I think your major concern is a lack of different terrain tiles.

M@ni@c
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posted July 19, 1999 14:19     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Theben: That would be a solution. But why weren't your ideas mentioned in The List?

Something else. I get the feeling this thread is just Technopile and Theben discussing about their stupid Railroads and movie. According to Brain Reynolds e-mail, we should make the decisions how Civ3 works. The List contains only suggestions. So -again- LET'S MAKE A LIST OF TERRAIN IMPROVEMENTS AND TERRAIN WE WANT IN THE GAME!
About Railroads: I gave you an answer how to avoid blitzkriegs and how to simulate other civ problems with your RR system but you keep discussing with no result at all !

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M@ni@c-SMAniaC
depends on what site I am.

Theben
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posted July 19, 1999 14:36     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
It was included in the List (Tiles & TI's, 2.10). Also above.

Right now the rr discussion is each of us, & others, trying to win people over to their point-of-view. Same as what you're doing.

M@ni@c
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posted July 19, 1999 15:52     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
I suppose I'll have to start a list on my own.
List of Terrain Types:
Grassland
Plains/Savanne/Steppe(is that English?)
Desert
Glaciers(on top of very high mountains)
Arctic
Hills
Mountains
Altiplano(=Plains on big altitude)
Swamp
Tundra

PS: Forests and Jungles are TI's
Perhaps we should make a difference
between Pine Forest and Deciduous Forest.

David Sheth
Junior Civer

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posted July 19, 1999 16:23     Click Here to See the Profile for David Sheth   Click Here to Email David Sheth     Edit/Delete Message
The use of a different railroad gauge from your neighbor in order to prevent that neighbor from using your lines to attack you has some basis in historical fact. Russia and China use different gauges, so people travelling from one country to the other by train have to ride in specially designed cars that can switch wheels at the border. This wheel switching takes a bit of time, and could possibly be approximated by having to wait for a turn or two when encountering an enemy's railroad system before that system can actually be used.
ember
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posted July 19, 1999 16:56     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Maybe teh most realistic would be to treat all enemy railroad as road (whatever is within their borders is theirs). The locals arn't going to co-operate much, so you can just take advantage of cleared paths, like roads.
It would slow down blitzes alot.
allied rails act like normal.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

M@ni@c
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posted July 19, 1999 17:17     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
ember: If you give RR a 1/5 Movement Bonus instead of an unlimited MB, rail blitzes are impossible. I would give Maglevs an unlimited MB.

My own post about Pine and Dedicious Forest gave me an idea.
Forest wouldn't be a TI as I suggested earlier but again a terrain type.
If you irrigate Pine Forest, you would get Plains.
If you irrigate Dedicious Forest, you would get Grasslands.
This is to simulate the burn off of forest in Europe to get fertile (Grass)lands. However if you would burn off (pine) forests in Siberia, you would get less fertile lands.

Ecce Homo
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posted July 19, 1999 17:21     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
If SMAC features altitude, Civ 3 probably will. But, please make sure it is specified in meters (optionally in the English system), for us non-Americans' sake.

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The best ideas are those that can be improved.
Ecce Homo

M@ni@c
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posted July 19, 1999 17:33     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
There should be two kinds of pollution.
1) Industrial Pollution : This should be produced by cities, just like in Civ2, SMAC and probably CTP. Pine and Deciduous Forest, Jungles and Swamps in your territory should decrease Ind Pol.
If there are 8 polluted square, it should begin to trigger global warming, increasing the sea level 100m or so.

2) Nuclear Pollution : Nukes and exploding Nuclear Plants should cause this. If there are a certain amount of tiles polluted, there should come a nuclear winter = - 1/2 trade/square for 10 years. Or how about - 50% Food production for 10 years?
I said 'a certain amount of tiles' because I think 8 tiles are too less. Than 2 nukes should already cause nuclear winter. Is that realistic?

M@ni@c
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posted July 19, 1999 17:37     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
SMAC is in meters. Civ3 will certainly be (if there is 3D).
Ecce Homo
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posted July 19, 1999 17:50     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
M@ni@c's post about clearing forest made me think of that most of Europe, east Asia and eastern USA was covered by dedicious woods before it was cleared for agriculture.

In Civ 1/2, grasslands dominate the map. In Civ 3, they should be more uncommon.

Has anybody handled the issue of resource depletion? As far as I have understood, mineral deposits are never depleted, but become increasingly scarce, until the industry no longer breaks even. How this should be simulated depends on whether Civ 3 should use "shields" or different trading commodities.

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The best ideas are those that can be improved.
Ecce Homo

M@ni@c
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posted July 19, 1999 18:15     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Ecce Homo: That is just why I suggested Forests should be TI's, not Terrain Type. That way civs should first have to burn off or harvest forests before they can irrigate the underlying terrain. Perhaps harvesting a forest should give for one turn a 5 mineral bonus to a nearby city.

About deleted resources: because eath's natural resources become exhausted, humans would be forced to get their minerals from Mars.

NEW VICTORY CONDITION : TERRAFORM MARS.
[This message has been edited by M@ni@c (edited July 19, 1999).]

don Don
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posted July 21, 1999 04:19     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
I really hate the way Civ/SMAC treats huge hunks of land (~100 mile square tiles) as undifferentiated terrain. I also hate the way you can only have one type of terrain improvement, like as if farms and mines and forests (Civ) or mines and solar collectors and forests (SMAC) can't coexist within a tile!

In reality the populace improves the land they need to use. They break new ground for farms in the midst of forests, hills, swamps, or whatever. They mine wherever they discover minerals worth the digging. It does take government initiative or incentive to prospect and mine away from population centers, and in that case people working there are unlikely to engage in agriculture worth notice on the scale of this game.

I'd want to see something a little more innovative for handling terrain use and improvement. Allow more than one pop unit to use a tile, with some kind of diminishing returns depending on terrain. For hills only one pop unit could farm at the highest productivity, but for a fertile grassland several could. Then Civ3 could actually use a linear population scale for the city size… but maybe I'm asking too much.

don Don
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posted July 21, 1999 04:31     Click Here to See the Profile for don Don   Click Here to Email don Don     Edit/Delete Message
Ecce: can you name a resource that has been depleted (excluding and animal species)? The answer is, "No." There are places where individual mines or veins are depleted to the point of zero net economical value, but that point drops with technology. Oil fields that were considered depleted thirty years ago when Paul Erlich et alia started whining about the sky falling are now producing again, despite low crude oil prices.
CivPerson
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posted July 21, 1999 09:21     Click Here to See the Profile for CivPerson   Click Here to Email CivPerson     Edit/Delete Message
I like the idea of natural disasters. What if, like pollution, you had sqares that where on fire. Have that sqaure usless to a city and inflict damage on any unit that goes on that square. Have a Tech Advance of Figherfighting which would allow a city to build a Firestation to protect that city from that disiaster, like the SDI deffense does with nukes. In the same way create a new military unit, say Flamethrower, to inflict squares with fire, perhaps the same way an engineer builds roads. How about Napalm bombs down the road to create fire in multiple squares? To be realistic about this, the fire should not continue longer than a couple of turns, but afterwards no improvemnts should be left on the square.
CivPerson
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posted July 21, 1999 09:46     Click Here to See the Profile for CivPerson   Click Here to Email CivPerson     Edit/Delete Message
Allow units to have unlimited movement from the RR only when they leave from a city; otherwise, the RR is treated like a road. This will keep other Civs from having full advantage of your RR. Unless they link up to it with their own RR.

-- I like the idea of colored owned RR. --

NotLikeTea
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posted July 21, 1999 10:04     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea     Edit/Delete Message
I'm not sure about a "burning" square, but weapons to destroy terrain would be cool. Napalm and various defoliants were important in Vietnam to remove cover, and reduce defensive bonuses.

On another topic, I've been thinking of rivers. What is CivIII divided rivers into minor and major? Minor rivers would combine and form major rivers. Both river types would give a food bonus, and would be allowable sources of irrigation, but only Major rivers would be navagable by sea units and would provide trade bonuses.

Speaking of navigation, the current system of reduced movement costs for rivers is a bit odd. What is a unit moving ONTO a river square gets a movement penalty of maybe 2 movement points, instead of the usual 1 (fording rivers, preparing rafts, etc. Maybe a bigger penalty of major rivers since thet're harder to cross?), but moving along a river from one river square to another would give the traditional movement bonus. Would allow rivers to act both as aids to movement, and as useful barriers for defence.

CivPerson
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posted July 21, 1999 10:14     Click Here to See the Profile for CivPerson   Click Here to Email CivPerson     Edit/Delete Message
In a regular game (w/earth) have an option of a large map (say: 100X100) so that the terrain can have more detail. Of course it would lead to a longer game, and that is why I would like to see it as an option.

I like the CIV games because of the learning value comes with it, like history. How about expanding the learning area by associating land squares with actual city names. This would help people become more aware of geography. Since a square can cover several real cities, have mutiple names for that square.

Flavor Dave
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posted July 21, 1999 14:27     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
dondon--I don't see your complaint about undifferentiated terrain. That just seems a natural result of the kind of game civ is. You can always play on maps and *pretend* that you're not playing on the whole earth, but just a portion of it (flat world option.) I mean, maybe this isn't the whole world, but just 1/10 of it, right? Then the undifferentiated terrain makes sense.

"ember: If you give RR a 1/5 Movement Bonus instead of an unlimited MB"

Here's my suggestion--unlimited RR movement WITHIN your borders (we're gonna get borders, right?). And then 1/6 (twice as good as roads, so this makes more sense to me) outside your borders. This will go a long way to solving the strategy funnel problem of the howie blitz. Combined with some changes to how bombers work, you could really get to use the whole military.

mindlace
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posted July 21, 1999 15:49     Click Here to See the Profile for mindlace   Click Here to Email mindlace     Edit/Delete Message
EnochF: cloneodo's Engineer suggestion (7/17) was incredibly cool. It would take a lot of the micromanagement out of terraforming. I'd do the checkbox by terrain type, though- after you've selected the terraforming area the pop-up box looks like this:
_______Farm__'solar'__Mine__Road
Plains__[X]____[X]____[ ]___[ ]
Rocky___[X]____[ ]____[X]___[ ]

etcetera...

--
Fortification should be something like outposts in MOOII: If you build a fortification and then settle inside it you should have a city wall.
--

I vote for 3d terrain, but i think it should be finer-grained than the squares so that you don't get the 'softly rolling hills' look like SMAC- each game square is devided into, say, a 3x3 grid, and this is deformed by the 3d engine. The 3d engine would represent altitude and moisture ala SMAC.
Since it's not a barren world, have sprites for the flora- trees, grassland, jungle. It'd be cool if the jungle could stick up more than a forest- I know it wouldn't be 'realistic' but I'd love to see a prominent Amazon...

mindlace
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posted July 21, 1999 16:03     Click Here to See the Profile for mindlace   Click Here to Email mindlace     Edit/Delete Message
tecnophile's road imprivements are awesome. Vaccuum Tunnel should be more expensive with each square of added length, and not allow cross-connections.

ember
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posted July 21, 1999 17:06     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
Flavor dave, That is basically what I wanted to say, but forgot to profread it. It makes sense to me that you don't get unlimited mp on their RR.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

M@ni@c
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posted July 21, 1999 17:15     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Is that RR discussion finally over???? Good idea about Railroads Ecce Homo or whoever suggested it. Then I can rebegin to post my ideas. Let's come back on terrain types. I took a look on the CTP site.
Two new Terrain types : Polar Hill (on Antarctica there are also minerals) and Desert Hill (same reason as Antarctica)
M@ni@c
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posted July 21, 1999 17:18     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Oh, it was Flavor Dave. Sorry
technophile
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posted July 21, 1999 20:38     Click Here to See the Profile for technophile   Click Here to Email technophile     Edit/Delete Message
I haven't dealt with graphics programming at all, particularly 3D graphics. How difficult would it be to program in a rotateable view in the game? This would allow mountains and valleys to be more promiment, as units otherwise concealed by these terrain features would become visible by rotating your viewpoint. This would allow for 3D terrain that didn't interfere with gameplay but still provided for some nice eye candy.

And by the way, I concede the point on railroads and now feel that they should be "owned", but agree with Ember's suggestion that RR's provide a road (or Path) bonus for an attacking army if not yet taken over by that army. This would stop a defender from erecting a wall of railroads to slow down his opponent, which was my primary concern from the start. There, nuff said, I won't touch on railroads again (unless someone brings it up...)
[This message has been edited by technophile (edited July 21, 1999).]

M@ni@c
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posted July 22, 1999 10:31     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
I don't know where you guys got that idea, but I never pushed the wrong direction because I didn't see the unit well.
Is it so hard to push on "T" = Terrain survey.
Then you can see the place where the unit stood without city, unit or whatelse icons before it.

Another note about 3D terrain. If 3D is included in Civ3, terrain must certainly be able to rise more than 1000 meters per square. Due to that rule, it is impossible to make an earth map with SMAC (Andes, Himalaya = impossible).
If Firaxis can't do that, I don't want 3D in Civ3!

Jon Miller
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posted July 22, 1999 17:14     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
I like 3d but I have a big problem with smac style terrain

that is, that it looks incredibally big for a civ square a smac volcano was bigger than france and even nurmal mountains would rais straight for two squares without going down

really they are few mountain ranges that wide and mountain rainges go up and down

I thing something like smacs terrain would work (more flatter looking) as the base of the land but not the mountains and hills themselves

by base I am meaning that they would be able to show a difference between lowlands and high lands

then maybe they could use squares for the mountains and hills themselves so that the himalyas don't look like one mountain

the square terrain can be 3d too

Jon Miller

Lohrax
Junior Civer

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posted July 23, 1999 11:36     Click Here to See the Profile for Lohrax     Edit/Delete Message
I like the idea of major/minor rivers. The delineation between them could be a cataract (which would provide a production bonus). Below the cataract=trade bonus, deep-draft navigability.

Assigning a movement penalty to moving onto a river tile and then handing out subsequent bonuses is a good idea, but I think units should suffer a significant defensive penalty for being on a river. Having a river at your back tends to wreak havoc with tactical maneouverability, and sitting on boats chugging away in the water simply presents the enemy with nice slow-moving targets. To take it a little further, units on a road/railroad on a river tile should be ridiculously defenseless - there's not much a tank can do when it's chained to a flatbed in a switching yard waiting its turn to go over the bridge, chained to a flatbed crossing the bridge, or chained to a flatbed on the other side of the bridge waiting to be unloaded and assembled. Moving armies across rivers has always been a logistical nightmare and it always will be.

I think bridging needs to be given some more thought. While they provide additional transportation capabilities, bridges are chokepoints. Anybody who has lived in the SF Bay Area can attest to that - UUGGHHH! I would say that any transportation TI that crosses a river has its effectiveness reduced from normal. If RR is 1/5, then perhaps it changes to 1/4 to cross a river.

dinoman2
Junior Civer

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posted July 23, 1999 13:28     Click Here to See the Profile for dinoman2   Click Here to Email dinoman2     Edit/Delete Message
I like the idea of bridges being able to connect land squares across water as well. At first, you could only build bridges across 1 square of water, and as technology improved, the number of squares would improve. But it shouldn't be more than about 3 squares max.

Also, I like ctp's public works, but it is frustrating that you can't build anything outside of your base radius. So, I think you should have the public works, but then you could also have engineers and settlers, so you could build roads outside of bases, or prepare an area for a base.

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"Idealism is the despot of thought, just as politics is the despot of will"
-Mikhail Bakunin

M@ni@c
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posted July 23, 1999 16:12     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Instead of bridges I would like underwater tunnels, so sea bases can also have a good transport net. In SMAC that was impossible.
Theben
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posted July 23, 1999 16:25     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
I always assumed the rivers on the map were the major rivers, and that they should be navigable by older sea units. Minor rivers are so numerous that they'd be in almost every square, and thus aren't needed. All grassland tiles should be assumed to have minor rivers. This is one reason I say that grassland tiles should always be able to be irigated.
Theben
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posted July 23, 1999 16:47     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
mindlace: Check out my 7/7 post for auto-engineers, which is similar to what cloneodo's idea is (I think). To spell it out, in a PREFERENCE screen, similar to SMAC, you'd assign an order of priority to your engineers based on 1) terrain tile and 2) what to do to the tile & in what order. 1st the AI (your engineer) would check to see what tiles are in the area it is meant to modify. If grassland is #1 on your list to modify, it would scan for grassland, then move to the closest grassland if there's one present. If not, it'd move down the list until there was no tiles left to modify (at which point it would un-auto itself). Once there, it would check to see what you want done to the tile, and in what order. You clicked roads as #1 priority in the preference screen, so it builds a road. Then irrigation as #2. Nothing else is chosen (or available due to lack of tech), so it goes back to step #1, searching for more grassland. This setting could be changed during the game, and would stay from one game to the next until changed (or reset to default). You should also be able to change the AI's preferences in a .txt file, for scenarios and modpacks.
[This message has been edited by Theben (edited July 23, 1999).]
Theben
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posted July 23, 1999 16:54     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
OK, looking back the 2 ideas are different but IMHO would work great together. Mine works best for city terraforming, while his works best for areas outside cities.
M@ni@c
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posted July 23, 1999 16:59     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
I agree with Theben grasslands could always be irrigated.
ember
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posted July 23, 1999 17:21     Click Here to See the Profile for ember   Click Here to Email ember     Edit/Delete Message
I disagree with the idea of rivers being a defense penalty.
On the scale of a civ battle, bost of the time it will be the attacker, not defender, forced to try and cross those bridges or with barges.
Your troops sit on the far bank and wait for the enemy to get in position, then it's 'shooting fish in a barrel'.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

M@ni@c
Civer

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posted July 23, 1999 17:37     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
ember's right.
Communist_99
Junior Civer

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posted July 25, 1999 22:03     Click Here to See the Profile for Communist_99   Click Here to Email Communist_99     Edit/Delete Message
Hello all, I am sorta new here. But I have a few ideas, such as:
-Trenches, increase defense of units by 100%, by 50% after the discovery of "Chemical Warfare," and by 25% after the discovery of Advanced flight. Cannot be built in, forest, jungle, swamp, moutains, artic, and desert.

Well, that is my first idea and I will have more to come.

Theben
Civer

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posted July 26, 1999 10:14     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
An idea from the CITY IMPROVEMENTS thread: supply crawlers as supply "depot" TI's. You build the TI (with public works or engineers) and it provides 1 of 3 of the resources. Can build a max of 3 in a square. Distance, tech, size of city, and connection to city (roads, etc.) may be a factor in % of total resources reach the owning city. Requires per turn maintenance.

Plusses:
-Less micromanagement for player. Build and forget.
-Less units that clutter up terrain, less unit types overall.
-Will not interfere with an enemy advance (as it shouldn't) but can still be pillaged.

Minuses:
-Already have crawlers, and does same job, why add to programmer workload?
-Increased per turn costs for players
-Will not interfere with an enemy advance; maybe I want them to?
-Won't be able to add to Wonders (plus: there are many other ideas on how to add other cities' production to a wonder).

IMHO the +'s outweigh the -'s; micromanagement & unit clutter are high priorities in my book.

Gordon the Whale
Civer

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posted July 27, 1999 17:30     Click Here to See the Profile for Gordon the Whale   Click Here to Email Gordon the Whale     Edit/Delete Message
This is an (edited) repost from the Firaxis site:

Rockiness/moisture/elevation,as in SMAC, really wouldn't do it for the variety we want on Earth. But change it to Landform/Temperature/Moisture/Vegetation (LTMV), and add rivers, and special resources (as in Civ2, rather than SMAC), and it would be much closer.

I combined Elevation and Rockiness into Landform because the scale we are using is much too large for resolution of individual mountains; any elevation we can see is more along the lines of plateaus. I know M@ni@c liked the idea of high altitude plains, but in terms of game play, they're pretty much the same. It works reasonably well for ocean depths, but otherwise seems pointless, since we're not using solar power for most of the game anyways.
Instead, use Landform, which determines the base mineral content (if such is used, rather than a more complex resource system. Still, mountains have more Iron than plains) and the suitability for farming. There are 3 levels, Plain, Hill, and Mountain.

Temperature and moisture would both help determine the food output of a square (you can get a LOT more food out of a hot, wet climate than a cold, dry one). The levels would be simple: Hot, Temperate, Cold, and Arid, Moderate, Wet. Temperature and Moisture would also help the Map Generator determine Vegetation.

This is what really gives the land the variation that SMAC lacked. The types could be:
nothing/Scrublands
Grass
Forest

The vegetation would be generated from the underlying terrain, for instance, Forests can't grow on a Hot, Arid Mountain, and Nothing couldn't be placed on a Temperate, Moist Plain.


Pros of the LTMV system:
1)Much more realistic worlds, where the Landforms are generated first (hopefully using some sort of Plate Tectonics thing; I'm developing an algorithm to do that.), then Temperatures based upon latitude and "wind patterns" (hopefully slightly more complex than in SMAC; Make a smooth 2-D fractal, then take it's gradient, then rotate
all vectors 90 degrees. For something more complex, actually try to take the Coriolis force into effect. Lots harder.), then Moisture based upon Landform, Temperature, and Wind Patterns (which could be discarded after the world generation is complete, and have no bearing on the actual game, or could be used to determine climatalogical effects in the late game caused by massive terraforming, pollution, or nuclear war, as well as sailing ship movement) then place the Vegetation based upon Landform, Moisture, and Temperature.

2) More land types without getting confusing. You can have a forest, forested hills, forested mountains, cold forest, temperate forest, etc. etc.

3)"Terraforming", or whatever you want to call it, can be more reasonable. For instance, changing a mountain into anything other than a mountain, especially when we're talking about big mountain RANGES, is ludicrous, regardless of whether or not you have explosives. But cutting down the forest on the mountain is much more reasonable.

4) You could also put it in the ocean, for nice variety there, too. Landforms are Continental Shelf, Offshore Deeps, and Abyssal Trenches. Vegetations are Nothing, Coral Reef, or Kelp forest (more Nothing in the ocean than on land, though, and Reefs and Kelp would be limited to Continental Shelf). Here, moisture is mostly just a placeholder in case land ever rises up, and Temperature is still used for determining vegetation.

4) If pulled off well, it could make REALLY pretty maps.

Cons:

1)If pulled off badly, it could make maps that are mostly flavorless, as in SMAC. This could (hopefully) be avoided by, rather than putting transparent textures on the landscape, actually have graphics for each combination. A hot, wet forest looks different than a Cold, moderate one, and not just because it has a bigger cloud over it! The cold, moderate forest should be pine trees, and the Hot, wet forest should be jungle. At the same time, there need to be good borders to avoid the cut-and-dried blockiness of CivX maps. For instance, I'd like to see icebergs breaking off the glacier at the coast, and a cliff where a tall mountain plunges into an abyssal trench. Also, you need to preserve the like-terrain borders, where adjacent mountains form ridges.

Which leads us to...

2) Too many graphics. 3 Landforms*3 Moistures*3 Temperatures*3 Vegetations = 81 possibilitieson land, plus 3 Landorms*3 Temperatures*3 Vegetations = 27 landforms in the water. 108 terrain tiles. Not all of those could be generated right off by the terrain generator, but with terraforming/disasters, or at least for the map maker, you'd need graphics for all of them. Then there are the border tiles... These are where you get the REAL eye candy, but I count 30 billion possible combinations across a border. (for the calculation, see the Firaxis forum.) Ludicrously many. A lot can be shaved off, (for instance, the border between a Wet Cold Plain and a Wet Cold Mountain could look the same as the border between a Wet Cold Plain and a Moderate Cold Mountain, since the difference between the mountains is only how much snow they have on the top.) but it's still probably too much to do, especially for a customizer. The borders are not a necessary part of the game, since they'd only improve the look, but they would still be nice.

3)On top of the work involved, the customizers may sacrifice some freedom, although this can largely be saved by using all user-defined special resources on a flat, boring map, as well as allowing redefinition of the terrain parameters.

Addendum: The old terrains in the LTMV system

Ocean: Offshore Deeps/any/any/nothing
Desert: Plain/Hot/Dry/Nothing
Plains: Plain/Temperate/Moderate/Grass
Grassland: Plain/Temperate/Wet/Grass
Forest: Plain/Temperate/Moderate/Forest
Jungle: Plain/Hot/Moist/Forest
Swamp: Plain/Any/Moist/Grass
Hill: Hill/Any/Any/Grass
Mountain: Mountain/Any/Any/Nothing
Tundra: Plain/Cold/Any?/Grass
Arctic: Plain/Cold/Any/Nothing

I think that's all of them. As you can see, most of the new tiles would be allowing more diverse vegetation types on a mountain, hill, or ocean.

M@ni@c
Civer

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posted July 27, 1999 19:02     Click Here to See the Profile for M@ni@c   Click Here to Email M@ni@c     Edit/Delete Message
Wunderful idea ! I was looking to some way to use the moistyness/rockyness system in Civ3 and still make it look earthlike. I didn't found one, so I tried to reduce the damage by suggesting more terrain types.

But I still think that in the beginning of the game there should be more forests then grass to simulate the world before humanity burned most forests. So switch vegetation from forest to grass should be easy.

How do you simulate high altitude plains? By hills( because it's high altitude) or by plains(because it's plains)?

technophile
Civer

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posted July 27, 1999 19:06     Click Here to See the Profile for technophile   Click Here to Email technophile     Edit/Delete Message
I would say that the pros outweigh the cons for such as system. The greatest con as I see it is that customization would be a nightmare with all of those differing terrain tiles, but this could actually be turned into a pro (of sorts). In other customizable games minor gaming companies looking for a few bucks, as well as amateur programmers looking for a few bucks and some enjoyment, have made their own expansion packs. If someone had the patience they too could make themselves a tile expansion pack so that you could concievably play a Civ III game in Hell or on Mars or whatever.

The borders, although difficult to manufacture, could still be manageable so long as the programmers cheated a little bit in order to avoid the billion different combinations. Another possibility (this may not be feasible) would be to have an algorithm designed to "mesh" the different terrains together (a jungle bordering a boreal forest would be dotted with pine trees on its edges, while the boreal forest would be dotted with jungle). This could look ugly as sin if done poorly, though (just like anything), and not being a graphics programmer I have no idea how easy such an algorithm would be to make.

An idea I've just thought of: with 'wetness' and 'temperature' factors in terrain, perhaps these could also be factors in disease and life expectancy. In Colonial times the settlers in New England would live about 20 to 30 years longer than the settlers in Florida and Georgia. The reason? Germs like it hot and wet, not cold and dry. If you system were used, then disease could play a major role in the game (cities located near jungles/swamps would experience more plagues and would need to build more hospitals et. al).


On another topic, what is the current consensus (or lack thereof) on farms and irrigation? I ask this because so many posters are requesting that irrigation be severely limited. However, farms need not require irrigation. I therefore suggest that irrigation and farms be separate tile improvements, with irrigation and farming having a synergistic effect if done in the same square. Both improvements would improve with certain tech advances, but they would improve separately.

Sorry if this is covering old ground, but I'd hate to starve out mountain cities just because they don't have a river near by. (speaking of which, let's have terraced farms for the mountains/hills. They'd require the necessary tech advances, would "cost" more time to make the improvement, and probably wouldn't provide as much food, but they'd be better than nothing).
[This message has been edited by technophile (edited July 27, 1999).]

Theben
Civer

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posted July 27, 1999 21:21     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
This is basically what I asked for, but is more developed as an idea. Great job!

To alleviate some of the problems w/ too many tile types, allow some tiles to represent more than 1 type. FE, grasslands in more arid/colder climates could=plains. Much simpler. Con: Could create an ugly map if too few tile types.

Technophile,
If you're truly concerned about mountain cities, don't be. Consider what you're talking about. Older Incan cities (your focus I think) had a civ2 city size of 2-3 (30,000 to 60,000), easily reached if nearby hills are "terraced". Modern cities are larger due to food imports, which many people have suggested ideas to get around this limitation (though in civ2 you can already avoid this limit with food caravans).

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