buildings look different depending on the biome they are in
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21 Dec, '21
LiamHighlighted comment
Or have multiple building styles that have certain colour changes,
Say dwarfs have the current style in snowy and grasslands biomes, But have more cubic buildings in savannas and deserts,
That changes the colour palette to acacia/mud or palm/sandstone based on which biome it is in -
05 Dec, '21
maxim-dev AdminOne of the problems with this(apart from hundreds of new sprites) - what if city parts on multiple different biomes. Would look like carnival
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05 Dec, '21
Ryou@maxim Why not choose the architecture of the city based on the majority biome? Let's say if a kingdom is 60% sand, 20% jungle and 20% grassland, the buildings will still be "sand-themed".
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05 Dec, '21
Chr3sWhy not bind it to the culture? If it is based off a snowy land it will use northern themed buildings only.
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05 Dec, '21
OkHonestly just make it so whatever tile the first building was built on should be the design for the village
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06 Dec, '21
Kevin Perforsmaxim-dev
Hm I'd say the best way to solve that is make it depend on a specific buildings location. say a gov house or such. the location thats placed decides what the buildings would be like.
though of course I wouldnt know the coding gimmicks that would be needed to do that. -
07 Dec, '21
MetazoxanMain issue with this right now is the races can't survive or build in 3 of the current biomes.
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19 Dec, '21
Zeke sternOk so i really like this idea, but like i think that OK has a better idea that depending what tile the structure is built on determines what they will look like
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21 Dec, '21
LiamForgot to add to last comment#
This could work like the colour changing roofs we have for kingdoms -
24 Jan, '22
Dorian RandallWhat if the building looks were tied to a technology that needed to be unlocked. Desert Building Techniques, Swamp Building Techniques, etc. Not every kingdom would be able to get these techniques, leading to unique buildings, but negating the carnival effect. It would arise sometimes, but that would add to the unique nature of each culture. Maybe some end up with lots of building techniques, and that shows they have a history of traveling around to different biomes.
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11 Aug, '22
RHR199XBetter yet, perhaps it could be based on the biome then culture was spawned in. If a human village was spawned in the desert, they’ll only ever build in desert style architecture. That way you wouldn’t have to worry about the carnival effect. This does of course bring mixed villages, maybe they’d just build in the majority’s style. If a colonist from a smaller culture sets up a new villages far away, they can build in their style again.
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05 Sep, '22
illager-armyI like what chr$s said, where it depended what culture built the building. Although, for the people who said it should be a specific building that decided, what if it was just the campfire?
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10 Sep, '24
CaspatatesThe biulding looks should be related to culture and the culture should be related to biome.
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29 Jun, '25
WorldBox my BelovedLove that idea, but I really think it should be in the world’s rules tab. So the players can decide if they want the houses to fit to the biome or if they want to keep the classic houses.
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09 Mar
DudeIt will be very difficult to come up with buildings for the wasteland biome, singularities, heavenly seeds, distorted seeds and other exotic biomes.