@Kiscsirke: Ah - I had the same criticism initially (player must know how the trees will behave), and then simply forgot to mention the point in my posting :(
This does not really speak against making the tree growth configurable for map makers.
An obvious solution for this could be to inform the player.
We may want to discuss how this is done best, but there wll be a need for such an info
in other respects too (like: is seafaring enabled on this map or not)
Your suggestion on the other hand would take away the option for mapmakers
to slow down a players expansion by trees no matter if he advances fast or slowly.
A thick forrest that once was there at the beginning will have degraded to a sparse
one that does not block if the player is slow.
>> ...that is, a tree has less chance to start growing in a spot, if there are other trees nearby.
And this behaviour seems somewhat "counternatural" to me, given the way that trees actually spread
by seeds. ;)
@Kiscsirke: Ah - I had the same criticism initially (player must know how the trees will behave), and then simply forgot to mention the point in my posting :(
This does not really speak against making the tree growth configurable for map makers.
An obvious solution for this could be to inform the player.
We may want to discuss how this is done best, but there wll be a need for such an info
in other respects too (like: is seafaring enabled on this map or not)
Your suggestion on the other hand would take away the option for mapmakers
to slow down a players expansion by trees no matter if he advances fast or slowly.
A thick forrest that once was there at the beginning will have degraded to a sparse
one that does not block if the player is slow.
>> ...that is, a tree has less chance to start growing in a spot, if there are other trees nearby.
And this behaviour seems somewhat "counternatural" to me, given the way that trees actually spread
by seeds. ;)