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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:30
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Yes.
I noticed all scenarios are concentrated to simulation of history etc. But I would like to have (and so to create) a scenario that is interesting also from the strategic point of view. (BTW see Changes in rules.txt)
For example City Walls are too strong - I would like a semi-Walls. I would like that Mining improves defense then Transforming improves it even better.
So for many terrains I need 'clones': for example Grassland, FortifiedGrassland, HeavilyFortifiedGrassland.
One day I will post a new thread about that - I want to concetrate myself to work on rules.txt and to let graphics, events for somebody other.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:30
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Tanelorn, I thought ToT is more similar to MGE...
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:30
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You know, scenarios have one disavantage: you know the map after first game. I like fun from exploration, so my plan is a random generator... but I know that another generator that the built-in Civ2 one will be needed.
I don't want pollution, both game play and creation are enough complicated without it.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:30
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Because I started to talk about it I will explain more things:
In Civ2 I miss that different areas have not different strategic values. A situation with equal strategic values is too simple: the defender defends them uniformly, the attacker chooses one and attacks. With areas of different values attacker must speculate if it is worth to lose 15 units and take a great point or to take some unimportant with low losses. And defender must speculate how to spread his forces and how to prevent attacker's plans.
OK, there are choke points on maps sometimes, cities with WoWs have bigger value (but players build them in central position of your civ), bigger cities have bigger value (but this happens only later in the game), but this is not enough.
So some 'super terrain' would be good. Only problem is that a player that would find such a terrain faster would have a big advantage. So the idea is that the terrain gets to be 'super' only after some long Irrigation or Mining (or Transforming later in the game)- for example it will produce 20 shields but only after 40 turns of Setlers' work. Terrain improvement must be worth of it, so that the important strategic point originates, but it must not be extremely advantageous so that a player don't win the game by it.
Another point is that 'super terrain' would help that civs are not centered around the capital but divided.
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