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Topic: MAP/TERRAIN/TERRAFORMING: Co-Managed by EnochF & eNo |  |
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eNo
b.02-15-99
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posted June 24, 1999 15:42
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Welcome to this the MAP/TERRAIN/TERRAFORMING disccusion thread. The following is a link the the summary thread: http://www.firaxis.com/ubb/Forum8/HTML/000003.html . This thread is for debating the following: 1. Map size, shape 2. Weather 3. Terrain types, modelling 4. Terraforming options and methods . . . You get the idea. Have fun. [This message has been edited by eNo (edited 06-25-1999).] |
DarkEagle
b.02-15-99
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posted June 24, 1999 16:53
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Addendums to:A-I-a. (Reasons for 3D globe) Sending explorers to reach both poles could be an achievement. Maybe its a prerequisite for discovering 'Refrigeration' or somesuch and the first Civ to reach the poles could get it free. Course unit attrition would have to be taken into consideration ... it should, anyway -- even in modern times, military units have often been wiped out by arctic cold, decimated by diseases in jungles, lost at sea to storms. Ummm I noticed terrain elevation, though I know it was discussed, was not added to the summary. Here are some reasons for terrain elevation: * Consideration for a realistic sight limit (no ground unit should be able to see through mountains, even spies). Hiding in the mountains is a common tactic thus far not dealt with realistically in Civ. * Makes global warming/cooling more accurately modeled by adjusting the sea level (as the ice caps freeze/melt). As many major cities throughout the world are on coastlines, this would add to the real significanct threat of global warming. * Can more accurately model lakes, etc. |
ember
b.02-15-99
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posted June 24, 1999 19:47
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The most important issue here is the map genration model. WHat if the model made a macro map, and then refined it on each iteration (like fractals) Fist put in plate boundaries, then the edges either form the middle of oceans or mountain riges (or island chains) Next iteration decide land/ ocean roughly. Climate model allow for prevaling winds / latitude / ocean currents. Place terrain types Repeat for refinment. Hopefully that should give us an earth like model...I do not think eleveation should be included as in smac. THere is too much variation in elevation in a 200 km square to be reperesented by one value. It also makes the whole map look like a chunk of small mountain range... ------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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EnochF
b.02-15-99
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posted June 24, 1999 20:02
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I won't dwell on this, but here's a quick link to the Apolyton thread, which may spark some ideas.Oh, bugger. The HTML is off. Grrr... Well, anyway. ../../Forum28/HTML/000128.html (Crikey, the HTML isn't off after all...) [This message has been edited by EnochF (edited 06-24-1999).] |
Octopus
b.02-15-99
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posted June 24, 1999 22:42
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Another con for your sphere map: if your empire doesn't all fit in one hemisphere, you can't ever look at it all at once, no matter how far you zoom out. Can make strategic plans difficult to visualize.I don't understand what you mean by "torus, does not work" and a separate section for "torus/cylindrical". The "con" for a torus shaped world is that it isn't even close to realistic, makes it difficult to visualize, and in general is pretty goofy (granted that last one is pure opinion...). Another con of the "underground terrain" (presumably on a separate "underground" map, similar to the alternate plane in Master of Magic?) is that it is difficult to visualize both maps simultaneously. You would probably need to swap between the two views quite often, which could become quite tedious. What does "icy water" do? Regarding bridges that span ocean squares: This seriously impacts the naval aspect of the game (negatively, in my view). Also, they aren't realistic in terms of game scale.
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eNo
b.02-15-99
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posted June 24, 1999 22:50
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OctopusI don't know what that person said when Torus maps do not work but somebody claimed it was horrible to play so I wrote what he/she said. Torus/cylindrical means it's a combination, rectangular map but wrap around on all edges Underground terrain con - i'll add that... icy water - a suggestion, don't remember where I found it while I was going throug hthe general forum, difficult for ships to navigate, icebergs and such I presume Bridges - I'll expand on this when I get the time. There is a really long thread on this in the CivIII general forum |
Octopus
b.02-15-99
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posted June 24, 1999 22:57
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"Torus/cylindrical means it's a combination, rectangular map but wrap around on all edges"I don't see how that's a combination, and not just a "torus" on it's own, but not really a major point... The "doesn't work" comment makes it sound like it's a physical impossibility, but your comment here makes it sound like it just wouldn't be fun (or something to that effect). Maybe you could reword it so it's less confusing? "Bridges ... There is a really long thread on this in the CivIII general forum" I know, I took part. I didn't realize you were still working on that section.
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Ecce Homo
b.02-15-99
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posted June 24, 1999 23:30
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I believe this is the place for discussing whether there should be separate maps for the Moon and other planets.Pro: Space exploitation and warfare can be accurately simulated. It is logical that the solar system is colonized before Alpha Centauri. Contra: Little time range. Might be confusing. |
Ecce Homo
b.02-15-99
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posted June 24, 1999 23:33
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Another reason for a spherical map:Aircraft and ships travel faster across the poles, because Earth is round. This is realistic and makes the polar regions strategic in the modern era. |
DarkEagle
b.02-15-99
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posted June 24, 1999 23:43
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Cons against Cylindrical:* Unrealistically large arctic areas. I can and have built successful cities, the computer almost never finds them. Can build a lot of airfields too that would be difficult to find, because the arctic strips in Civ and Civ2 are unrealistic. * Cities that should be a a few hundred miles apart across the poles are outside bomber and ICBM range of one another. This is what made the cold war so terrifying ... ICBMs would not have been fired across the Atlantic or Pacific by either the U.S. or the U.S.S.R, but would have been fired over the poles. |
Hugo Rune
b.02-15-99
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posted June 25, 1999 13:47
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eNo, EnochF: Please look into the following thread: Terrain ImprovementsI'd also like to see some sort of new terrain equavilent to sheet ice or icy water. This could only be crossed by some sort of Inuit-like ice units in the early civ days, meaning polar civs have more of an advantage. Also, It'd stop people from reaching the poles too quickly. Sea unit's would not be able to cross, except nuclear subs. This means there is now a reason to have two levels of submarines, and equip one with nuclear capabilities. This would be a very interesting unit. Finally an "Ice breaker" unit could be used to transport other sea vehicles across the ice. |
humaloidi
b.02-15-99
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posted June 25, 1999 13:50
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I agree with this 3d globe thing. And maybe arctic/antarctic claims could be add to your civscore as future techs do! This 3d globe does have some problems since it would disallow usage of squares in the map. As better succestion the arctic/antarctic areas should have kinda teleport capability (As you step over the map border you reappear where ever you want on the same pole).i don't really like the idea of elevation but it could be more like having different terrains on different elevations(mountains couldn't be placed right next to ocean, but would need a lower land terrain in the between such as grassland or hill).
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eNo
b.02-15-99
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posted June 25, 1999 13:59
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Octopus, I'm just going through the old threads and taking what applies to this thread to get people started off and so that their is less repition.Hugo Rune, I think I have your "Icy Water" in the summary don't I? |
SnowFire
b.02-15-99
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posted June 25, 1999 15:28
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E&e: Your summary is quite short. You mine as well post it in this thread for easier reference.While a Torus map would be extremely silly, a cyndrilical map with pole-teleporting (basically what I think you guys refer to as a torus) isn't. In other words, when I reach that strip of pole, it's like I'm standing in every other square. I automatically see the other pole squares, and in one move I can move to any of the other ones, even if it's across the world. Making an AI that can cope with that might be dificult, though. Elevation: I agree that SMAC ended up looking like a small part of a mountain range. I suggest the same model is used, however, except that the mountains should not poke up nearly as much. I don't want flattened terrain, but the problem in SMAC was that only the most gentle slope upward was supported- Japan is mountanious and next to an ocean, for instance, it the mountains just rise very fast at a high slope. If the neccesity of having 1000 m slopes upward is destroyed, then we're set. I agree that bridges are unrealistic. However, canals are not. A nice canal modelling system should be put in place around the 1800's, and you should be able to allow who goes through, who goes to the front of the line, and how much of a toll you have to pay to go through (if any). A ship moving into a canal should lose 4 moves. If two ships move in at the same time, the more-favored ship loses 4 moves, and less favored ships wait in line and lose 6 moves. The loss is carried over to the next turn. So a 6-point moving cruiser who uses up 3 movement points getting to the canal only has 5 points the next turn, or 3 points it it was a nation friendly enough to use the canal but was pre-empted by a ship owned by the canal owner, who got to go first. And oh yes. When your engineer builds a canal, he automatically builds a mini-fort with some weak defensive capability against ships. You can garrison troops there if you want to keep the canal in your hands against land troops though. An especially wise idea if you pull a TR on a minor nation like Venezuela to get yourself that canal. |
EnochF
b.02-15-99
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posted June 25, 1999 18:28
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Hugo: Thanks for the link! Very useful stuff there. Especially redirecting rivers, canals, nuclear missile silos, dams, national parks, and space.I'll try and work this stuff into my half of the summary.
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n.c.
b.02-15-99
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posted June 25, 1999 19:17
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I did not see a units forum, but this idea sort of fits here.The settler/engineer unit should be separated out into two types: colony and terraforming. These are two different functions, and it would be nice if I could build roads and the like without reducing population. |
Ecce Homo
b.02-15-99
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posted June 25, 1999 19:59
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What about separate map "layers" like in CtP ?*Sea floor/deep sea/underground *Sea/land surface *Atmosphere *Close space - objects in this layer are following a sine-curve orbit (if the map is rectangular). *Geo-stationary orbit - objects in this layer are always above the same spot on Earth's surface. |
SnowFire
b.02-15-99
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posted June 25, 1999 20:50
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Some comments on ideas from the other thread:Offshore Sensor Station - I am sorely lacking reconnosance information of the marine squares in my SMAC games! Call it SOSUS, after the giant sonar nets that spanned Greenland-Iceland-UK during the Cold War so that Soviet submarines/anything couldn't get past it undetected. The main problem with that is that if a Soviet sub was bold enough to wander through the nets over into the Atlantic, he'd be followed by one or two American/British subs to make sure he wasn't up to anything sneaky. In Civ games, he'd just wander through, you'd see him when he crossed the square with the nets, and not much else. Tracking someone is most difficult when they basically teleport a small sea away every turn. Still, if you did it that way, the nets would be laid down starting from the shore (nets not connected to the shore are useless) over to either another shore, or they'd double back on themselves. They'd detect any ships passing over their area; plus, unless enemy satelites or planes actually watch you lay them down, they aren't seen by enemy ships until it's too late and they're detected. Ships defending after being detected would face a penalty when defending themselves. Of course, a ship can try and destroy the nets (if it's wartime). Resource Relay Center - Expands the radius of a city. Nope, makes things too complex. Go with a cariation on the supply crawler made- the suburb or small town connected to the city that transmits resources. Otherwise the placement of cities gets too complex. -Research Centres Research is NOT done in the country. Well, maybe biology is, some of it, but the great majority of your thinkers are in the city- philosophers to be with people and the government, economists because that's where the trade is, psychologists because that's where the people to treat are, and physicists because that's where the government built the nuclear lab. -Military Bunkers (like StarCraft) I didn't play StarCraft, but what I know from them, they're exactly like Forts in that you can stick marines in them for better defense and firepower. By the way, I prefer the term Fort- it's more realistic for the scale of the map. One lousy bunker? -Nuclear Missile Silos (as if they'd be in cities) Okay. These are invisible to everything except satelites and spies too, though I think airbases are fine substitutes. |
DarkEagle
b.02-15-99
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posted June 26, 1999 01:56
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I really want a spherical mapbut if not, the map should be hexagonal. Squares just make for unrealistic corner-hopping movement. There are no corners to hop on a hex map, every side and "angle" is just a border to another full hex. Like this: __/8 \__ /7 \__/9 \ \__/. \__/ /1 \__/3 \ \__/2 \__/ \__/ (I shudder to think what this will look like outside the fixed-width box ... copy that jibberish into Notepad to see the layout) This makes radii (city radii, radii of visibility, etc.) a lot less clunky in addition to makeing movement more realistic. Course, this couldn't be done with a spherical map. |
ember
b.02-15-99
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posted June 26, 1999 07:12
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I agree with Ecce homo for the need of sererate layers. As it stands, you can just make a wall with cheap units / airbases to prevent air units / nukes from reaching your cities. The problem with any space maps, is that they are not fixed to any ground locations (only geosyncronous, at the equator). In a given turn a space unit would go over EVERY square that is between its extreeme latitudes. Units in deap sea / space would be only detectable by certain units and improvments------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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Q Cubed
b.02-15-99
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posted June 26, 1999 15:33
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Now's as good of a time as any: ====== Terraforming is done in combination of two different ways. ------ Method One: Engineers •Expensive to build and support •Very dedicated, work very fast •Can't build farms, mines, and solar collectors •Able to construct roads, railroads, and maglevs very quickly •Abilities limited to combat (forts, airbases, sensors, etc.), transportation (roads, railroads, etc.), and other constructions that are worked and used by civiliians. •Progression of capabilities: Early game: all-purpose settler/former unit : has all the functions of settlers and formers Middle game: with the discovery of appropriate tech, engineers and settlers are split into two different units. Engineers can work faster. Late game: engineer replaced by faster working terraformer, capable of SMAC-style operations (raise terrain, etc.) [DickK 06/13] ------ Method Two: Public Works •Significantly cheaper •No support •Work slower •Amount of public works determined by the percentage of production set aside nationwide for public works. •Public Works cannot construct Forts [Snowfire 06/17] •Construction capabilities limited by government type (two extremes shown here): Dictatorial states: Allows the construction of almost everything except advanced trade/energy improvements, and construction of improvements around cities is finished much quicker. Democratic states: Speed to completion determined by the energy/wealth level of the city (the greater the wealth, the faster it builds). Also, can't construct combat improvements using public works. ====== |
Hugo Rune
b.02-15-99
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posted June 26, 1999 16:16
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DarkEagle: use {code} {/code} (Replace {} with []) for fixed-with.code:
__ __/8 \__ /7 \__/9 \ \__/. \__/ /1 \__/3 \ \__/2 \__/ \__/
I see two problems with a Hexagonal Pattern: (1) Neither Squares nor Hexagons fit across a sphere correctly without distortion. To do it without any distortion would require a geodesic dome (soccer ball) pattern of hexagons and pentagons, and even that has a limit. (2) The movement might be more "logical", but I still say it's harder to map onto the numeric keypad. [This message has been edited by Hugo Rune (edited 06-26-1999).] |
eNo
b.02-15-99
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posted June 26, 1999 18:55
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For numeric keypad movement on a hexagonal map. I propose:code:
8 7 _____ 9 / \ / \ \ / \_____/ 1 3 2
[This message has been edited by eNo (edited 06-26-1999).] |
Hugo Rune
b.02-15-99
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posted June 26, 1999 19:46
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I still don't see why hexagons are better than Squares. Your monitor is rectagular. your selection tools are rectiangular. any grahics file you make has to, by definition, be rectangular. Why not use rectangualr squares? Hexes offer some advantages over squares, but several problems arise out of it too. All in all I say stay with the squares. |
Rollo
b.02-15-99
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posted June 28, 1999 05:35
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Just some thoughts; Victor Galis had some of this up for discussion in the General forum; *Walls and defence-lines at your borders. Like the "Maginot line" *Border(Garrison)townships *Mine-fields, layed out by engineers. Here should also be the option to do it in sea, by special minesweeper units.The effects of this features may vary, but could be an effective defence, as it slows an attacking army. [This message has been edited by Rollo (edited 06-28-1999).] |
SnowFire
b.02-15-99
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posted June 28, 1999 09:08
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ember: I disagree that units in space need special detector units to find. People have been looking at the stars for ages, and it's really not hard at all to find any satellites up there. |
n.c.
b.02-15-99
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posted June 28, 1999 12:22
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Q Cubed: I was glad to see the notion of separating improvers & colonists in your Method one above, but why wait until later in the game? I don't see why a unit for road building should have any more effect on population than a phalanx, and early game is when the population/terraforming choices are the most important. |
ember
b.02-15-99
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posted June 28, 1999 17:21
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Yes, you can look up and see a satilite in LEO, but without radar and optics you gain no information about the satilite. Higher satilites cannot be seen unaided. In civ, 'seeing' means knowing what it is, who it belongs to, etc, not just 'hey, there's something up there'I think only SAM, airfileds, airports and carriers/AGIES crusiers should be able to get information on space units. ------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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eNo
b.02-15-99
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posted June 29, 1999 13:11
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On the notion of locating satellites in space using a telescope: the sky is pretty big so if you search the sky without prior knowledge of where the satellite is, wouldn't the search take a while?For looking at the entire sphere map: there's got to be possible to program a way to project a spherical map onto a flat, overview map. To help with the tediousness or the inability to see everything if map layers are implemented, how about an option to make translucent layers? [This message has been edited by eNo (edited 06-29-1999).] |
Hugo Rune
b.02-15-99
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posted June 29, 1999 16:25
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Hexagons vs. SquaresArguments for hexes: 1. Easier to judge distances. It's a lot easier if all movement is in straight lines than diagonally over the corner of a square. 2. Easer to fit. An area of hexes can always be a hexagon, and thus things like city limits won't be of any bother to figure out. 3. "Natural" movement. Movement in every direction is Actually the same distance where as on a square grid the diagonal movement is much longer. Arguments for squares: 1. Tradition. Civ games have always had squares, and the whole resource system would have to be reworked to fit hexes. 2. Easier to put into perspective. This might seem like a small point, but it's vitally important for customisation. I completely fail to imagine a 45 degree tilted hexagon, or even a hexagonical texture. 3. Less conjunctions. Drawing four sides is easier than drawing six. 4. No social stigma attached. Hexes ring unpleasantly of "anorak" and "wargame". 5. "natural" for screen, textures, graphics. 6. Easy Customisation. See EnochFs post below. Arguments against both: 1. Neither will map correctly onto a sphere... ------------------ "Tragedy is when I cut my finger. Comedy is when you fall down an open manhole cover and die." -Mel Brooks [This message has been edited by Hugo Rune (edited 06-30-1999).] |
n.c.
b.02-15-99
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posted June 29, 1999 17:31
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I am not sure if this is the forum to revisit this issue; if not, I'm sorry.Let me be a lone voice against the sphere map. I think it would: 1) be confusing to use 2) take a fairly powerful computer 3) slow down development and release 4) make it impossible to see the whole world at once without also having a flat map 5) Also, only the north pole has any real significance, and it is only significant for a few fairly recent military applications. However, I could be wrong . . . . |
EnochF
b.02-15-99
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posted June 29, 1999 20:19
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On hex maps, would units "rotate" to face the direction of motion? Even if not, a hex-grid would necessarily make all unit customization a real headache. You'd cut a rectangular picture, change it to the right color palette, then paste it... oh, but it overlaps another unit. Unless you take the trouble to make a graphics file for units which contains a square area for each unit, inside which is a hexagon containing the unit graphic... Same problem with the terrain tiles and cities. The terrain file would be a whole lot bigger anyway to incorporate all the possible intersections of roads, rivers, railroads, forests, mountains, hills and ocean shores.Why don't you add "easy customization" to the list of Arguments for Squares. |
SnowFire
b.02-15-99
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posted June 29, 1999 22:08
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If we do squares, then we should at least account for the diagonal distortion. Moving across a diagonal takes 1.4 moves (.5 with road), and all movement must be done with at least half the required points. So, if I have knights (movement 2), they can move diagonally but then most move in only the 4 directions (if at all). Rather like the knight in chess. They can move over 4 squares with roads diagonally, 3 squares diagonally and 2 normally, 2 squares diagonally and 3 normally, 1 diagonally and 5 normally, or 6 normally. As you would expect if you did the calculations. |
Octopus
b.02-15-99
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posted June 30, 1999 11:01
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Just read the summary, and your description of a "torus" as "wraps on the north and south sides instead of the sides" is wrong. That's just a cylinder oriented in another direction. A "torus" is "wraps around on both dimensions", which is what you have listed for torus/cylindrical. If anyone is unclear about this, a torus is a donut shape. The "pole teleportation" is an enhancement to a cylindrical map. It is a "semi-compromise" between cylinders and spheres. It has nothing to do with a torus world.n.c.: You're not the only one against a sphere map . Hexes: Another con is that you have to move in a zig-zag to achieve movement in one of the N-S or E-W directions (depending on how the map grid is oriented). Moving in one of the cardinal directions is quite common, and the zig-zag effect can be frustrating. I don't see why hexes would be any harder to customize. Could people please clarify that argument for me? Hexagonal terrain tiles should be simple, just paint your terrain into a hexagon instead of a square... If the units rotated to face a direction, you'd need 50% more facings to be drawn, but what's the big deal about that? EnochF's criticism seems to be that it would be hard to put custom pictures into a giant picture, like in civ II? That, to me, seems like a rather trivial criticism. For one, hexes can be tiled in the customization file just like on the map, and two, who says empty space around the pictures is a bad thing (if you wanted to maintain a rectangular system in the customization file, which makes more sense to me)?
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EnochF
b.02-15-99
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posted June 30, 1999 12:33
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Oc:If Paint Shop Pro or any other major graphics editor had a way to cut and paste hexagons, I'd have no problem. But cutting and pasting is limited to squares and rectangles, meaning for every cut-and-paste, you'll be overlapping the edges of the hex, and you'll have to re-draw those edges manually. And unless the hexes are placed sufficiently far apart, you might have to re-draw part of another unit. I honestly don't know what it is you don't get about this argument... do you paint your units manually? If you simply re-draw the graphics, then there will be no inherent problems in the hex layout for the graphics files. I know a lot of people draw their own graphics. I've seen their scenarios. Their graphics are horrid. Which is why I always import my graphics from outside files. It's easy to do, just find a suitable picture on the Internet somewhere, copy it to Paint Shop Pro, change the palette to Civ II's, then cut and paste the unit or icon into place. Try a few times until it looks good. In the square layout, you'll never have to worry about your graphic spilling over into the next unit slot or "outside the lines." You can never be so sure with an hexagonal area. What if I want my unit to be large enough to extend to the edges of the hex? Especially if you "tile" the hexes in the graphics file, as you suggest, any attempt to cut and paste a large picture will overlap onto an adjoining graphic.
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DickK
b.02-15-99
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posted June 30, 1999 13:42
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I personally don't care if the map is a spherical projection or the simple cylinder of Civ2, tho' I do think that an over-the-pole path should be possible for aircraft and missiles. Likewise, I don't much care whether the map is squares or hexes -- both can be made to work.A major obstacle to a spherical projection and to hexes is that they're different. Being different is a risk from the developer's & marketeer's view -- you have to have a good reason to be different. Being too different becomes immediate obstacle for players starting out and just being different for the sake of being different isn't enough. So far, in all the arguments I've not heard something that would make me, if I'm the Firaxis decision maker, to take the risk and go with something different. I'm not saying there is no such reason, I'm just saying that I have not heard one that would sounds like it will help me sell more games by making it enough more fun to play and more appealing in the marketplace. Personal opinion obviously but that's my view at the moment. What is important to me, and would add to my enjoyment of the game would be: -- Map generation code that makes rational, geologically reasonable maps. Civ2 (and most others) map generation routines suffer from too little realism and too much random terrrain. Compare the Earth 'canned' maps to anything that the map generator will produce. Desert just doesn't occur in little 1-2 square patches all over the map for instance. Mountains should generally occur in chains defining a plate boundary. Most mountain chains will form boundaries between terrain types--forest on one side, plains on the other; desert on one side and jungle on the other. Sure exceptions exist in the real world and some randomness should be present, but not to the degree currently present. The Civ2/Colonization/etc. map routines also seem incapable of producing really large continents that don't snake and twist all over the map. Sure, that should be one result, but all the time? -- Dynamic maps in the game with associated player-controlled parameters for scenario building game replay purposes. By that I mean mainly evolution in climate - whole planet shifts to wetter, drier, warmer, colder, gradual change over hundreds of years. Might want to consider a few other types of changes like growing/shrinking areas of forest or desert, an occasional volcano popping up, etc. -- The ability to name map features as part of the map creation process in scenario building and create names for features during game play. (portions of this are a repeat from the customization thread since there is overlap with that topic) [This message has been edited by DickK (edited 06-30-1999).] |
Octopus
b.02-15-99
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posted June 30, 1999 21:35
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"In the square layout, you'll never have to worry about your graphic spilling over into the next unit slot or "outside the lines." You can never be so sure with an hexagonal area."Am I missing something here? Are you cutting the background along with the foreground image? Don't you need to keep a transparent background, anyway? Don't your editors have a "cut this region, but when I paste, past the foreground I've cut onto the background that is already there" feature? I can see that it might be a little bit harder, but not much harder. Besides, nobody says that units need to fit within a single hex. It might be cool to have a broad range of unit sizes, so you could create truly enormous looking units if you wanted to (probably more useful for a sci-fi or fantasy scenario). I suppose that the discussion should probably be taken to the CUSTOMIZATION thread... I still don't see why it's a big deal, though.
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SnowFire
b.02-15-99
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posted July 01, 1999 23:18
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Another important new type of terrain to put in would be the radiated wasteland (I'm sure this has been mentioned SOMEWHERE else). There would be two types- "heavy" radiated land and "weak" radiated land. Heavy would be completely useless, and would take hundreds of years to merely turn into desert- in other words, basically they stay that way until the game is over (in a normal game. In scenarios, they'd be great as "The Death Swamps of Mordor" or something). These lands would be totally useless, and would be created at ground zero by modern nuclear weapons and some ajoining squares, and both ground zero and all ajoining squares with futuristic nukes. Units standing in them that are not prepared with radioactive suits would lose a whopping 50% of their strength each turn (relative to their size). Cities with these units in their city radius take a Growth -1 penalty from disease and birth defects. Cities on top of them don't exist- they were melted, and it's illegal to build a new one there.The second type would be "light" radiated ground. These would be created at ground zero and in some ajoining squares by primitive, WWII style nukes dropped from bombers (rather than missiles); in all ajoining squares that don't have heavy radiation by modern nukes, and some squares 2 squares away; and in all squares two squares away from a futuristic nuke. These would heal naturally after 50 years, or when a settler moves in to clean it up. They don't turn into desert, but rather revert to their previous terrain after being cleaned up. Production is one-quarter in these areas when not cleaned up, and unequipped units take 10% damage per turn when in them. Cities that were nuked and now stand on weakly radiated ground take a -1 in growth. Also, since map-affecting effects like global warming are probably covered here as well, make sure CivIII distinguises between nuclear pollution and normal pollution. Normal pollution causes the global warming we all know and love, Nuclear pollution causes a nuclear winter. [This message has been edited by SnowFire (edited 07-02-1999).] |
n.c.
b.02-15-99
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posted July 02, 1999 11:43
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eNo: In your summary you have my idea listed as follows:"n.c.: Separation of settler and engineer should not occur until late game" Actually, my thought is to have completely separate colonizer and improver/engineer units for the entire game. Only the former would reduce population and would not take much to build. I think someone did have an idea similar to this and I responded, so the fault (if any) is probably mine for not being clear. [This message has been edited by n.c. (edited 07-02-1999).] |
EnochF
b.02-15-99
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posted July 02, 1999 12:50
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I believe I'm the one who misunderstood. I summarized the terrain and improvements half. Don't worry, I'll fix it in the next update. | |