So... I am develping a game based on a mix of NES, Nation Roleplay and the computer game Civilizations. And after working a lot on the ruleset I am working on the map/grid game mechanics. It is based in a square grid, different from Civ's and other games hex grid. I am working with a HUGE original and detailed world map that I have drawn(and is still a WIP) using pixelart in a 4k proportion, all palyable, divided in [b]Sector > Zone > Quadrant > from here we enter on the table map > Area > Cell[/b], later I'll be working on a quadrant formula for depicting global positioning, but right now I need some help on the Terrain Types. Terrain Types is a big variable in this game as it is all focused on strategy, the real one. So... as many Terrain Types would be good, but I don't want to overdo it. Right now I have: [list] [*] Plains [*] River [*] Hills [*] Plateau [*] Marsh [*] Swamp [*] Forest [*] Rain Forest [*] High Forest** [*] Taiga [*] Desert [*] Snow Desert [*] Ice Desert [*] Mountain [*] Valley [*] Sand Sea** [*] Badlands [*] Savanna [*] Steppe [*] Tundra [*] Coast [*] Ocean [/list] **those are natives from the planet where the game happens Those are naturally occurring terrain types in the planet, there are other Terrain Types that can only be found after some event happens in them. Each of these terrain types has particular characteristics and variables that will play some of the most important roles on the game like finding resources, supplies, strategic position in conflicts, structure positioning etc... So... do you guys have any tip on what I should put or take from this list? Questions or tips on anything else? Thanks for your time.