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Post by Deleted on Aug 25, 2013 0:37:38 GMT
So I have just joined a faction and we are about to create a country over some difficult terrain. Now the rules say that these terrains cost more to develop and obtain resources. What i propose is that each type of terrain (Grass, Mountain, Forests, Desert, Hills, etc) could possibly have an attribute to it. One example could be that while mountains may be difficult to develop, it also adds a percent bonus to finding a mine when doing land searches. Forest can be difficult to develop but grants a cost deduction for developing since you are cutting materials. the Desert could be very hard to grow crops but can be alleviated with canals or aqueducts. These are a few of the things i can think of at this point but I hope you guys take it into consideration. I believe that it will add a great deal of depth to this campaign as kingdoms have to think wisely of where to expand. Anyways thank you for your time whoever read this and i hope this gets considered in your next meeting
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Post by Effigy on Aug 25, 2013 7:14:13 GMT
I like this idea
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Post by Deleted on Aug 26, 2013 5:51:49 GMT
I think for fairness we will have to not implement this rule on the original 9 hexes but I like this idea as well.
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Post by sylyle on Sept 2, 2013 11:32:36 GMT
If we're going to do that... Then just make a few special trade resources for each type of terrain so something found only in the dessert doesn't start sprouting in a swamp.
Also was Terrain going to have defensive traits allocated for them if built upon?
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Post by Deleted on Sept 2, 2013 17:46:55 GMT
If we're going to do that... Then just make a few special trade resources for each type of terrain so something found only in the dessert doesn't start sprouting in a swamp. Also was Terrain going to have defensive traits allocated for them if built upon? I suppose something like this could make sense.
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