-
April 28, 2008, 09:01 AM
#1
Nature, Climate, Ecosystem and Terrain
-What is nature in TW?
-Not much, it only affects battles.
That is highly unrealistic, especially the very varying climate, and terrain in the BC map is a perfect setting for it.
For example there is no difference in trade in a desert region, a steppe region, and a jungle region.
But in reality trade in the steppe region would be the best because of large, open tarrain, while desert and jungle should not be as good because desert is difficult to travel, and wagons cant be used there, and jungle ther can also not be used wagons, and many caravans would loose tracks and go lost.
My idea is that each settlement gets some "buildings" showing its size, climate, terrain, ecosystem, culture, special rivers, mountans, seas etc. and the kind of city(port city, river city, oasis city, etc.)
These should affect:
Trade(first example)
Movement(how easy is it to move in the climate and terrain)
Cities(how unpenentrendable are mountans, forests, etc. around it(extra health, for less chance for disease) and how does its populace live(public order, squalor etc.) how large is the region(public order, trade) which kind of city is it(trade, public order) and more)
Traits(For example "skilled climber" trait in mountainous regions giving personal security)
Retinue(For example "Bedouin host" acillary from traveling the deserts of northern africa, arabia... giving +2 personal security, +1 hitpoint, +1 popularity, and -1 morale for troops)
What would be cool would also being able to "build" huge, expensive terraforming projects like gigantic farms, river crossings, etc.
-
April 28, 2008, 09:08 AM
#2
Re: Nature, Climate, Ecosystem and Terrain
depends on faction two, trade is not easy in desert for France, but not for egyptians or moors.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules