Terrain
Core characteristics:
Elevation
Precipitation
Flatness (Synonyms: unevenness, roughness, ruggedness)
River
Resource locations:
Oil
Coal
Iron
Stone
etc
Note that whilst all resource sites are determined at the start of game, they are only available to players with a particular tech level. For example, there might be Oil Resource Location Level 1 – 10.
Core characteristic determine base land usage:
Barren
Grassland
Shrubland
Woodland
Rainforest
Marshland
Civ II terrain types:
Desert
Forest
Glacier
Grassland
Hills
Jungle
Mountains
Ocean
Plains
Swamp
Tundra
Land usage and core characteristics determine tile name and icon:
High elevation + low flatness → Mountain
High elevation + high flatness → Mountain plateau
Low elevation + high precipitation + high flatness → Marsh
Elevation below sea level → Ocean
Infrastructure takes a land usage:
Housing
Farms
Managed woodland
No two tiles are alike to begin with as they have different values of elevation, rainfall and flatness.
What happens when you destroy infrastructure, what does the land usage revert to? Derelict land usage
Key challenges
Managing interaction between resource sites and other land usage
Option 1
The infrastructure built on resource sites does not consume any land usage
Option 2
When player selects to build on a resource site, a existing land-use is randomly assigned and the player is given the option of clearing that land use. (Even if they decline, the association is still kept in the game data.)
Option 3
Maintain a dataset per tile of all locations, and track land use per location.
Other challenges
Derelict land usage should revert to the base land usage after a period of time. For example, woodland regrows.
Non-resource site infrastructure is always first-built on derelict land usage, then over the base land usage
What happens to the population when residential infrastructure is destroyed? The population moves to another tile, or residential infrastructure is automatically constructed in future turns.
Attacks limited to a particular terrain type
Spell where plants hold or strangle the enemy wouldn't work on sea, desert or mountain tiles
Spell that causes an avalanche only works on snowy mountains
Spell that causes a landslide only works on hills and bare mountains
Spell that causes a volcano to erupt only works on volcano tiles
Spell that causes a tsunami only works on ocean tiles
Spell that causes a sandstorm only works on desert tiles
Spell that causes a crevasse to open only works on glacier tiles
etc
Terrain type affecting chance to hit
e.g. harder to hit in dense vegetation
Terrain type affecting damage done
e.g. an artillery attack against a tile will a base may be on-target, but the damage is limited