Adm.Naismith
King

Registered: Oct 1999
Location: Milano - Italy
Posts: 1524 |
quote: Originally posted by Sn00py
I just want you all to know that the bigger the mountain, the more we can do with it, (more resources per mountain/hill, fortress, lookout, gunneries, etc).
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Are large mountain really so relevant in game mechanics? I mean, not so much happened (on a civilization scale) on mountain.
Battles? Explorations? Yes. But empires needs grassland, plain and probably a better use of hills as resources for food, wine, tobacco, coffee luxury.
A fluid model to create and show chain of hills and mountains will do the job, IMHO, better than a single "larger than a tile" mountain.
On the unit scale, I have the feeling that the right scale for units depends from the use of them as "status bar" or not. If, as in Civ 4, you use the number of soldier showed as an implicit "strenght status" you must show them large enough to be counted at a glance.
If you want an epic feeling you must "zoom out", reducing units dimension compared to cities (and some CIV IV screenshot available show this level of zoom), but numbers are lost.
Animated mill, farm, etc. have similar trouble: if you use animation to show terrain worked you have to keep buildings large enough that animation is visible. I'd prefer a "grayed out", a bit ruined or subtly incomplete static version of the mill and a coloured (but static) version for worked tile.
I suppose the "grayed out" style can mix well with "fog of war" effect: if the enemy tile is out of you sight you can't really know if it's worked or not.
I keep remember myself: in Civ the map *IS* the territory, so you must be really carefully with too much realistic enhancement, if you end losing the game info into the process. 
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