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Thread: Terrain Bonuses

  1. #1

    Terrain Bonuses

    OK guys, this post is to discuss how terrain bonuses are going to work and what the numbers should be. In one of my “Theory of One” posts I talked about how plains would work with food production. I'm going to explain that again here and we can use that as a foundation for the other terrain types.

    So, first off, terrain bonuses add a percentage bonus to some area of production within a city. Each Plains tile around a city adds a 5% food production bonus for example. So, a city completely surrounded by plains will have 105% (21 tiles * 5%) food production bonus. Each farmer in said city would produce 2.05 food per turn (the total will be rounded down).

    I think we should use this as a basis for the other terrain bonuses. What are all the terrain types you ask? I'm glad you did! They are:
    Deserts
    Forests
    Hills
    Mountains
    Plains
    Swamps
    Ocean
    Shore
    River
    Tundra

    So, what terrain should have what bonus? We have gold, food, production, and research. One thing to keep in mind is that each race will have a “home terrain” where they will receive a food bonus. Plains may or may not give that 5% bonus to all races. It's just and example.

    Thoughts?
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  2. #2
    I think terrain should affect Food, Production, and Gold. So here's my suggestions:

    Deserts: -5% Food, -10% Production, +0% Gold
    Forests: +5% Food, +10% Production, +5% Gold
    Hills: +0% Food, +5% Production, +0% Gold
    Mountains: -5% Food, +10% Production, +5% Gold
    Plains: +10% Food, +0% Production, +0% Gold
    Swamps: +0% Food, -5% Production, + 0% Gold
    Ocean: +5% Food, +0% Production, +5% Gold
    Shore: +5% Food, +5% Production, +5% Gold
    River: +10% Food, +5% Production, +10% Gold
    Tundra: -10% Food, -5% Production, -5% Gold.

    You'll notice that I upped Plains to +10% food. Plains are the ideal growing places for crops. A city surrounded by them should be a breadbasket, not merely twice as good as one surrounded by hills or something like that. Those kinds of cities should feed stacks and stacks of troops because it's perfect.
    Last edited by Troy_Costisick; 12-17-2013 at 12:59 PM.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  3. #3
    Developer Hoverdog's Avatar
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    In MoM:

    Deserts: +3% production
    Forests: +0.5 population, +3% production
    Hills: +0.5 population, +3% production
    Mountains: +5% production
    Plains: +2 population
    Swamps: -
    Ocean: -
    Shore: +0.5 population, +10% gold
    River: +2 population, +20% gold
    Tundra: -

    thus:

    Deserts: -10% Food, +0% Production, +0% Gold
    Forests: +5% Food, +5% Production, +0% Gold
    Hills: +0% Food, +5% Production, +5% Gold
    Mountains: -5% Food, +10% Production, +5% Gold
    Plains: +10% Food, +0% Production, +0% Gold
    Swamps: -5% Food, -5% Production, + 0% Gold
    Ocean: +0% Food, +0% Production, +5% Gold
    Shore: +5% Food, +0% Production, +5% Gold
    River: +10% Food, +0% Production, +5% Gold
    Tundra: -10% Food, -5% Production, -5% Gold.

  4. #4
    Caster of the Inner Tower
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    I would say :

    Deserts: -10% Food, +0% Production, +0% Gold, +5% Building upkeep cost
    Forests: +5% Food, +10% Production, +0% Gold
    Hills: +5% Food, +5% Production, +5% Gold
    Mountains: -5% Food, +10% Production, +5% Gold
    Plains: +10% Food, +0% Production, +0% Gold
    Swamps: -5% Food, -5% Production, +0% Gold, +5% unrest
    Ocean: +5% Food, -5% Production, +5% Gold
    Shore: +10% Food, +0% Production, +5% Gold
    River: +10% Food, +0% Production, +5% Gold
    Tundra: -10% Food, +0% Production, +0% Gold.

    But is river really a terrain by itself ? Not additional features of other terrains ?

  5. #5
    But is river really a terrain by itself ? Not additional features of other terrains ?
    That's the way it was in MoM.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  6. #6
    Neophyte Sorcerer
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    Quote Originally Posted by Troy_Costisick View Post
    Deserts: -5% Food, -10% Production, +0% Gold
    +1 Everything Troy suggested but the Deserts -1 (In eyes of High Men). In my opinion, desert is a void of food, at least in the eyes of High Men. I suggest:
    Deserts: -10% Food, -10% Production, +0% Gold

  7. #7
    Deserts: -10% Food, -5% Production, +0% Gold
    Forests: +5% Food, +10% Production, +5% Gold
    Hills: +0% Food, +5% Production, +5% Gold
    Mountains: -5% Food, +15% Production, +5% Gold
    Plains: +10% Food, +0% Production, +0% Gold
    Swamps: +0% Food, -5% Production, + 0% Gold
    Ocean: +5% Food, +0% Production, +5% Gold
    Shore: +5% Food, +5% Production, +5% Gold
    River: +10% Food, +10 Production, +10% Gold
    Tundra: -10% Food, -5% Production, -5% Gold.

    This is what I would like.

  8. #8
    Neophyte Sorcerer
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    Quote Originally Posted by kilobug View Post
    Deserts: -10% Food, +0% Production, +0% Gold, +5% Building upkeep cost
    Swamps: -5% Food, -5% Production, +0% Gold, +5% unrest
    I like the idea of additional penalty/bonuses such as kilobug suggested: +5% Building upkeep cost and +5% Unrest. Similar penalties/bonuses could be introduced for different races. For instance, Dwarves may get extra bonuses near Mountains and Hills. For instance, Myrodants may even like Deserts and get lesser penalty there than any other faction.

  9. #9
    Quote Originally Posted by Jtm View Post
    I like the idea of additional penalty/bonuses such as kilobug suggested: +5% Building upkeep cost and +5% Unrest. Similar penalties/bonuses could be introduced for different races. For instance, Dwarves may get extra bonuses near Mountains and Hills. For instance, Myrodants may even like Deserts and get lesser penalty there than any other faction.
    Good idea. The extra bonuses/penalites would be an excellent way to differentiate how the races interact with each terrain. If we're going to discuss that, though, I would suggest a seperate thread once this one is finished or getting close to finished. We should probably hash out the base bonuses first before we start customizing them for 8 factions (and i think Cirno, devoncop, and whoever else who are our Giant Backers should get first crack at assigning supplemental bonsuses for their factions).
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  10. #10
    Quote Originally Posted by Troy_Costisick View Post
    Good idea. The extra bonuses/penalites would be an excellent way to differentiate how the races interact with each terrain. If we're going to discuss that, though, I would suggest a seperate thread once this one is finished or getting close to finished. We should probably hash out the base bonuses first before we start customizing them for 8 factions (and i think Cirno, devoncop, and whoever else who are our Giant Backers should get first crack at assigning supplemental bonsuses for their factions).
    +1 to this.

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