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Tusade

Second Lieutenant
62 Badges
Feb 14, 2012
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Take, for example, the capital county of Saraqustah (former Caesar Augusta). It is a forest county in CK3, but in EU5 it will be a farmland location (is in the fertile valley of the river Ebro).

I think there should be an option to deforest the county (or the barony), turn the terrain into a plains (or whatever), and from the plains to farmlands.

Just my opinion.

EDIT: I see there is already a suggestion thread:

 
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I agree but I'm doubtful this will happen.

They tied terrain type to visuals in the game and those visuals are very static.

I wouldn't mind an option to just change the terrain mid game in a way that isn't visual. Like just a modifier that just undoes the base terrain and gives the bonuses of the new terrain type as well as the ability to build the new buildings. (I wouldn't support destroying the old buildings though even if they don't make sense anymore).
 
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What? I thought it was just enough to change the 00_province_terrain.txt. file.
It is enough. However the visuals of old terrain will remain and you can't change those after game start at all. They wanted changable terrain in "Project Ceasar" and that's what they ran into. IMO changing terrain even without visuals would be great, but ig paradox dont think so.
 
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Its been mentioned before but the terrain is fairly hardcoded in-engine.
The best I could see implementation of is a building type that counteracts the effects of the present terrain type and swaps out building types. It would take a lot of time and money, indicating just how much effort has to go into such kinds of acts, as well as occupying a building slot for the longest time, but would eventually have the payoff of adding a new building slot to make up for what it has so long occupied.

A hypothetical "Deforestation" building chain could be as follows:
Building NameBuilding RankInnovation RequiredBuilding EffectsCombat EffectsSupply
ClearingsLevel 1Early Feudal/Manorialism+10% Movement Speed
-1 Defender Advantage
-10 Danger
Lumber CampsLevel 2Early Feudalism/Communal Government)Disables Forestry
Enables Cattle Pastures
+10% Movement Speed
-2 Defender Advantage
-20 Danger
SawmillsLevel 3High Feudal/WindmillsDisables further upgrades of Forest Forts
Enables Farms & Fields
+20% Movement Speed
-3 Defender Advantage
+10% Supply Limit-30 Danger
Felled ForestLevel 4High Feudal/UrbanizationDisables Forest Forts
Enables Walls & Towers
Unlocks a new building slot (So that this is no longer occupying a spot)
This building cannot be destroyed
+20% Movement Speed
-3 Defender Advantage
+10% Supply Limit
-35 Danger

The same could be done for Wetlands to turn them into Plains (cultures with Polders could reach Level 4 in Early Feudalism), but I don't see any real balance for being able to elevate Plains into Farmlands, as they're supposed to be special, fertile areas.
fpw.jpg


This wouldn't be able to accompany visual changes to the terrain, mind you, but at least the effects could be there.
 
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Its been mentioned before but the terrain is fairly hardcoded in-engine.
The best I could see implementation of is a building type that counteracts the effects of the present terrain type and swaps out building types. It would take a lot of time and money, indicating just how much effort has to go into such kinds of acts, as well as occupying a building slot for the longest time, but would eventually have the payoff of adding a new building slot to make up for what it has so long occupied.

A hypothetical "Deforestation" building chain could be as follows:
Building NameBuilding RankInnovation RequiredBuilding EffectsCombat EffectsSupply
ClearingsLevel 1Early Feudal/Manorialism+10% Movement Speed
-1 Defender Advantage
-10 Danger
Lumber CampsLevel 2Early Feudalism/Communal Government)Disables Forestry
Enables Cattle Pastures
+10% Movement Speed
-2 Defender Advantage
-20 Danger
SawmillsLevel 3High Feudal/WindmillsDisables further upgrades of Forest Forts
Enables Farms & Fields
+20% Movement Speed
-3 Defender Advantage
+10% Supply Limit-30 Danger
Felled ForestLevel 4High Feudal/UrbanizationDisables Forest Forts
Enables Walls & Towers
Unlocks a new building slot (So that this is no longer occupying a spot)
This building cannot be destroyed
+20% Movement Speed
-3 Defender Advantage
+10% Supply Limit
-35 Danger

The same could be done for Wetlands to turn them into Plains (cultures with Polders could reach Level 4 in Early Feudalism), but I don't see any real balance for being able to elevate Plains into Farmlands, as they're supposed to be special, fertile areas.
View attachment 1269536

This wouldn't be able to accompany visual changes to the terrain, mind you, but at least the effects could be there.
That's a neat idea, the only problem is - combat width.