No terrain restrictions on buildings?

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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Ancient One
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No terrain restrictions on buildings?

Post by Ancient One »

For example, in the description for Flax Field it says it's restricted to plains, but I'm getting the option to build it in a forest region. Is this a bug? Maybe this also explains all the scorched desert regions that end up with 20+ population later in the game. I really hope this gets fixed.
vakarr
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Re: No terrain restrictions on buildings?

Post by vakarr »

Nothing wrong with a scorched desert region that has a high population - that describes Egypt, though perhaps you should have to put in the level three irrigation system to get it
Ancient One
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Re: No terrain restrictions on buildings?

Post by Ancient One »

No that doesn't describe Egypt. None of the regions with desert or scorched desert terrain in the game had ever had high populations in real life, and the amount of irrigation required to make that happen was never feasible, even in modern times.

Anyway I'd like someone to comment why some building descriptions list terrain type as a limit but it isn't actually applied.
PDiFolco
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Re: No terrain restrictions on buildings?

Post by PDiFolco »

Ancient One wrote: Sun Jul 21, 2019 4:24 pm No that doesn't describe Egypt. None of the regions with desert or scorched desert terrain in the game had ever had high populations in real life, and the amount of irrigation required to make that happen was never feasible, even in modern times.

Anyway I'd like someone to comment why some building descriptions list terrain type as a limit but it isn't actually applied.
Yes I also wonder a bit on how desert or mountain ranges can have such a high pop...
WG
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Re: No terrain restrictions on buildings?

Post by WG »

There are terrain restrictions. For example, in arid regions, you can't build orchards, vineyards, farms, flax fields, or clear water. Hunter lodges, sawmills, and hunting grounds have to be in forests. Large farms require open terrain. Quarries require rough terrain. Fisheries have to be built on the coast. And so on.
guanotwozero
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Re: No terrain restrictions on buildings?

Post by guanotwozero »

vakarr wrote: Sun Jul 21, 2019 10:09 am Nothing wrong with a scorched desert region that has a high population - that describes Egypt, though perhaps you should have to put in the level three irrigation system to get it
Have a look at Egypt with Google Earth - you'll see that the inhabited areas are almost all along the Nile valley & delta, where the river irrigates rich farmland. Away from the valley, the dry desert has very little sign of habitation - just occasional mines and oases, like Fayum (known in antiquity as Moeris).

In FoGE, try selecting the population map overlay, and you'll see Ptolemy's Egypt only has heavily populated zones along the river and Moeris, much like today.

It was many millennia before Ptolemy (or even the Old Kingdom) that the climate allowed savanna and lakes in what is now the desert, such as at Nabta Playa: https://en.wikipedia.org/wiki/Nabta_Playa
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