suggestion: Waterbased improvements/terrains features

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Mrots
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suggestion: Waterbased improvements/terrains features

Post by Mrots » Wed Jun 05, 2013 6:50 pm

Something I would love to see make it into the game is waterbased tile improvements, oisterbeds, fish nurseries, plaktonfarms and other such matters.
It would grant the foodbasket function that coastal cities already have, but to an even greater extent. Also it will enhance the value of those cities you plant on those snaky peninsulas the map often generates.

In the same vein, the special terrains we have on land, the goldvein, the noxium field etc. could have waterbased equivalents: oisterbeds, submerged vulcanos, kelpfields. Or maybe even things like submerged noxium fields.

Krewed
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Re: suggestion: Waterbased improvements/terrains features

Post by Krewed » Thu Jun 06, 2013 12:28 am

I agree, even underwater gold or mineral hexes. I think this would add value to the coastal cities. Good Idea!

Theodotus
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Re: suggestion: Waterbased improvements/terrains features

Post by Theodotus » Thu Jun 06, 2013 2:54 am

These are good suggestions.

zappel
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Re: suggestion: Waterbased improvements/terrains features

Post by zappel » Thu Jun 06, 2013 3:47 am

I agree too.

void
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Re: suggestion: Waterbased improvements/terrains features

Post by void » Thu Jun 06, 2013 3:32 pm

This is indeed on our TODO list!
Lorenz Ruhmann
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gibby
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Re: suggestion: Waterbased improvements/terrains features

Post by gibby » Sat Jun 08, 2013 7:57 am

Good to hear.

What about under water cities or sea cities.

cheers
Jim

SephiRok
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Re: suggestion: Waterbased improvements/terrains features

Post by SephiRok » Sat Jun 08, 2013 1:16 pm

That would be fun for an expansion.

Cheers,
Rok
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Wildfire
Corporal - Strongpoint
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Re: suggestion: Waterbased improvements/terrains features

Post by Wildfire » Mon Jun 10, 2013 7:57 pm

For an expansion, could do underwater structures, or cities. Also take in to effect global water currents. Pollution would spread to areas from cities, and Xeno's could be attracted to such (think real life Oceanic White-tip sharks that typically follow boats - few hundred years of evolution made them follow the smells accompanied by people in boats (throwing trash / dead bodies overboard attracts predators) and they still do today. Have algae blooms occur that could wipe out sea farms or reduce the effectiveness of resource tile (you send miners down, but now take extra time or resources to "clean" the algae off because it's toxic.... Have undersea vents that could cause algae blooms or reefs that cause movement modifiers - don't want to lose the hull of your shiny new light watercraft do we? Also to this, make it for the larger craft to have a need for deepwater - either made on land in sections and shipped to a single city with a deepwater port - and the water tiles need to be dredged to be able to launch said craft - but this would remove food bonus for that tile.



Whole slew of water based items could be conceived for an expansion, but for base game, I think should have at least some water based resources available to increase food, mineral production.

Giskler
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Re: suggestion: Waterbased improvements/terrains features

Post by Giskler » Mon Jun 10, 2013 8:32 pm

Yes, water is a bit boring at the moment. Could add some unique water based resources, even if you can't use formers on them they could still make it a bit more interesting to settle coastal cities (since now you get penalized for having coastal tiles that can't be improved instead of land based tiles).

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