A bit of playable realism: Season an climatic zone effects
Posted: Fri Oct 30, 2020 9:25 am
In the game a ruleset author may advanse the timeline by year fragments - or, if coded so, day fragments, like in Wesnoth. We can set effects on this fragments like defense or move bonuses but we have limited control over terrain. For example, we can modify tile outputs (in winter less food than in summer), but what we naturally also want about winter:
Also, currently a temperature map is built by map generator but is destroyed after the terrain is placed, so if a polar tile has been once somehow transformed into jungle it has the same ability to stay as one as one on equator. Maybe we could have climate-dependent effect on convert time, and climate-dependent probabilities of GW/NW effective levels ("climate" means latitude plus local/adjacent terrain reqs), as well as aforementioned freezing-thawing happens not in all map (and, for a fine world, in different times in different hemitoroids).
Maybe the normal impact of GW/NW may become smoother, applied each turn to a few tiles rather than many tiles in rare turns.
- Boats without ice-breaking ability can't travel (and, possibly, may perish out of a safe bay);
- Land units use rivers as roads and may enter frozen water (maybe also with a danger);
- The map looks different! (In Wesnoth the view is darkened at night, idk if it is possible to set another effect)
Also, currently a temperature map is built by map generator but is destroyed after the terrain is placed, so if a polar tile has been once somehow transformed into jungle it has the same ability to stay as one as one on equator. Maybe we could have climate-dependent effect on convert time, and climate-dependent probabilities of GW/NW effective levels ("climate" means latitude plus local/adjacent terrain reqs), as well as aforementioned freezing-thawing happens not in all map (and, for a fine world, in different times in different hemitoroids).
Maybe the normal impact of GW/NW may become smoother, applied each turn to a few tiles rather than many tiles in rare turns.