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Lakes!

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Anonymous

Suggestions - add lakes to some glades.
Potential uses:
Fishing (meat?) and probably some reeds gathering out of it?
Or new building - fishers hut?
Or mb lake can spawn random resource node on its shore from time to time, like birds nest, leech layer or reed or tree regrowing near it?

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I really like this as a DLC feature -- with a new race that loves swimming!


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Will second. Rivers to bridge across, lakes to fish from.

The one quibble here is that a river otter race would be perfect for this update, but we already have beavers. Maybe friendly fishmen?


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Vincent Oostelbos

Just thinking that this would be the only map feature that (presumably) would actively and permanently block pathing. So far you have trees, which can be cut; resource nodes, which can be gathered; and events, which can be finished. Lakes would presumably get in the way of planning out the perfect city, which I'm not saying is a reason to avoid them per se, but definitely something to bear in mind for the developers, I would say. Unless of course there would in fact be some way to remove them, still, for those players who would be so inclined.


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Roman Boyar

They could just be implemented like other nodes, where you can demolish them or fill them in. Then the game becomes a little more sim city. Though unless the bodies of water are massive, they just present a different challenge. Or if they simply add the ability to build a bridge.


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Villagers could also swim through them (they surely have to learn swimming in this world), or walk through them if they are merely puddles instead of lakes.


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I think a really neat solution to this would be using a resource like stone or wood to make "lake tiles" buildable. you could even say that cause wood is easier to get and weaker that it would only reach out 3 tiles from the shore, opposed to stone that could reach 6.


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Another type of road that takes planks, wood, or reeds and can only go on the water would make a lot of sense.


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Jacob Kos

I was thinking more like ponds - there's bound to be some since it's raining all the time.
Fish as an extra food resource sounds like a great idea - also building bridges as another road type.


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Alex Ford

Nice)


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Redlinefox

Adding a Forbidden Event with a trapped lake monster would make sense if the Storm causes massive flooding.


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Aron Pietron

Merged with: Water

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deniz idil

Add usable water to map! Maybe rain puddles or running water, make beavers, beavers!


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dshark2386

I would also suggest river/lakes at the starting settlement position, simply because I always wonder how the settlers managed to find this spot in the middle of the map, surrounded by forest and glades, and managed to clear out enough area to build an ancient hearth + warehouse. The logistics of transporting of so many goods on land just doesn't seem realistic.

Having a river or water source that connects to an edge of the map would make so much sense, since water transportation is much more efficient.


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like geysers?


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I would buy a dlc that was fishing/lakes + the other 2 races.


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Leon

Every game needs fishing. No game is ever worse for having added it.

Plus, it's super weird to have no small bodies of water in a world where it rains constantly.


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Ooh yeah, excited for fishing


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Jared O'Connell

It would be great if you could harvest fish and reeds from the outside of the maps too. It would provide motivation to risk pushing through multiple glades to get to the outside with renewable resources


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Chris Holmes

Love the idea of a lake - especially getting reed/fish from it. Lakes could come with a special fishing building that has to be repaired - which would play well with the ghosts/events that require repairing buildings.


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Yukon Dave

This would be so awesome, wish I could upvote this 2 times :P


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I think the game's terrain is lacking this natural element.
Rivers would generate between glades, where trees would normally be. Lakes would replace some of the glades. There can be new resources associated with water, as well as bridging.
Rivers and lakes would flood as the Hostility grows larger, preventing production and perhaps even killing those unfortunate enough to get caught.


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Luke | Eremite

Merged with: Rivers & Lakes

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Mike Loehrke

I definitely agree with this. I've always looked at the water on the edge of the map and thought "I wish I could use that for something"


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Matthew Tadd

As for other topological features, you could instead have hills, with cave entrances to either establish a mine, or be another potential glade event.


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And this could combine with new minor challenges to benign glades suggested elsewhere. Some percentage of these lakes could have a .. crocodile or snake ?.. infestation and you have to dedicate workers to clean them out before you can use the lake. You could gain meat from this event but have a chance of some of the workers assigned dying from snake bite or whatever


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This opens up possibilities for future species as well. Merman species? Also, fish related food and buildings.


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Speed112

More map generation in general would be nice. On the edge of the map you have access to a whole sea. It would be nice if you could exploit that with the same lake/river facilities you've been acquiring throughout the game.

And what if... sometimes you start on the edge of the map rather than in the center? You came on a raft and have just penetrated virgin ground. You have access to a boundless supply of water, but you have to manage the dangers of the accumulated rain.

I like the idea of additional blight so that it's actually relevant at low difficulties and can be introduced in a water-centric tutorial run, where you set up rain collectors and water exploiters and generate enough cysts for it to be relevant. I feel blight is not sufficiently explained until you're forced to look into it once you get into Prestige difficulties.

Spawning risk/reward type events periodically like living matter, and maybe sometimes purely good or purely bad ones also sounds appealing and different enough from the controlled discovery of glades to consider.

Also, it makes sense for water features to remove fog of war. You should be able to see inside glades sitting across from lakes or rivers, so exploring adjacent glades should give you a twofer exploration, without triggering the dangers held across.

Right now there is the cornerstone that lets you reveal glades before opening them and honestly I've never tried it out because it feels like the drawback and the loss of opportunity due to not picking the other, more potent cornerstone are too much to take.

It's very difficult to evaluate how strong knowing what's contained within glades is, and my intuition says that not strong enough. Maybe if the player has more experience with revealed but unopened glades such an evaluation would be easier and the revealing cornerstone wouldn't feel like duds.

Finally, the whole concept sounds like it would enhance the lore of the world and make for a nice immersive experience.


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Jon Boug

Lakes and rivers are a cool idea and have a lot of possibilities.
Some production buildings could be advantaged by being near the waters, but their blight also increases much faster. You could fish or harvest rice near the waters, but perhaps also cause Living Matter to spawn as a result.
The idea that the rain is both special and dangerous would lead me to believe the lakes and rivers would also have strange qualities.


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Collin

This is a fantastic idea! It would really shake up opening some of the larger groves as they could now contain a lake which would require a very different play pattern.


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Alex Ashton

This is a really cool idea. Also takes some of the aesthetic city building bits - i.e. build a lakeside suburb :P