Variable (and random) plot yields (aka making maps more interesting, diverse and dynamic) #338
Labels
EFFORT = SMALL
This seems to be a minor change, something that can be done in less than a day
enhancement
New feature or request
IDEA
This is a game enhancement that is not accepted by the community yet.
Immersion
Improve game athmosphere \ world interaction
I've been pondering the following:
Why don't we randomize the plot yields on a per yield basis ? Right now every grassland has +3 food yield and every forest has (+x lumber). Would it not be far more interesting if the tile yields could vary so that we could have areas where the grassland was great for farming, mediocre for tobacco and terrible for breeding horses. The same terrain type would then have different characteristics elsewhere.
Unlike civ4, the base yields per tile is are high in COLO that we can easily accommodate this without throwing the map balance out the window.
It's also very easy to implement. Consider this: We simply iterate through all map plots after the map has been generated. For all yields we perform a random draw that assigns the tile yield (for all possible yields of a given terrain\feature combo) to one of the following categories:
poor (-1), medium(0), superior(+1). We then assign this modifier to the plot's corresponding (CvGame::m_aPlotExtraYields) extra yield (weirdly placed in CvGame for some reason...)
To make it more realistic we'd introduce some correlation so that we'd have small clusters that would have similar properties.
This would encourage players to seek out the best spots for the desired yield output. This would be an easy way to make the map terrain\feature matter a lot more without needing to introduce new types.
We could even consider additional features to make the map more dynamic:
A rainfall model when making maps (like Alpha Centauri) that would determine the plot yield variation to "enhance realism".
Introduce resource depletion and resource discovery for mines (many civ4 mods have this like AND2)
Soil erosion: Highly productive land plots could have their yields decreased due to overworking which could be a good nerf to super cities.
Weather effects on land plots like sand storms on desert plots, blizzards in the arctic etc.
Shallow water reefs (to make naval combat and maneuvering more interesting):
https://forums.civfanatics.com/threads/modcomp-1492-reefs-and-weather.353871/#post-8907097
Migrating ice(bergs)
Forest\jungle fires
etc.
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