The game world is composed of a series of hex tiles. Each tile is of a certain type, which determines its properties.
The properties of a tile determine:
-The properties of the intermediate tiles located between two different tile types
-The resources gained by any cities located on tiles
-The Globals that exist in a given tile
See relevant sections for more information.
Inventing TilesInventing tiles is a rolled action. It often requires multiple turns to complete.
Step 1: PropertiesThe first step to inventing a tile consists of defining its properties:
Moisture (Dry/Seasonal/Wet)
Rockiness (Flat/Rolling/Rocky)
Temperature (Hot/Temperate/Cold)
These properties determine what Globals may apply in the tile, as well as what Components may be appropriate.
Step 2: Vegetation and GeologyThe next step is defining a tile's base vegetation and geology. This qualifies as a Component, and thus affects the output of the Tile. See the relevant section for more details.
In the event of vegetation, an existing Component may be used, or a new one may be invented as part of inventing the tile. Note that in either case, rolls for the tile as a whole may warp any Components used as well.
Step 3: Component AdditionThe next (optional) step is to add additional existing Components to a tile. By default, tiles can contain only three Components, including their base vegetation and geology.
If you wish to add Components that do not yet exist to a tile, you may leave one or more slots open and apply these inventions later. Remember that spreading a tile before it is complete may require manually spreading the additional components as well.
Step 3: TargetingAn invented tile must be physically created to be invented; you cannot create tiles in oblivion and then copy them into the world.
As with normal tiles, an invented tile must be placed at least one tile away from any existing tiles, and will fill in any adjacent gaps with appropriate tiles.
Step 4: Component AdditionIf you wish to continue adding Components to your tile, you may do so as a Component inventing or placing action. Note that identical tiles with differing Components will count as different types.
Sand Desert
Dry/Hot/Flat
Base: Sandstone (+1 Production)
Additional Components: Ball Cacti (+1 Food), None
These rolling beige dunes are made of very fine, almost dustlike sand, forming great temporary hills that shift and move with the winds. There's no water here, save what can be sucked out of hardy desert plants.
Spreading TilesOnce a tile has been invented, it may be copied and placed at will without rolling for it. This still requires an action.
To place a tile, you must specify a tile one tile away from any currently placed tiles; that is, there must be a blank space between the world and your placed tile.
Blank tiles between two other tiles will automatically fill in with an appropriate tile type. If the two tiles are the same type, the intervening tile will generally be that type as well. If the two are different, the intervening tile will generally be a transitional type, somewhere between the two source tiles in nature.