The Bounty of the Sea: More like Kleenex; the handicaps of the coastal city

Cajamarca

Chieftain
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Jul 10, 2012
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As noted in another thread:

"Fishing boats are too expensive to build, way too expensive to buy, the tile yields aren't as good as in Civ 4 and the sailing tech path is an expensive early game detour that limits the effectiveness of pretty much every early game strategy (CB rush, NC rush, building the GL, rushing to your UU...)."

To this, I will add some thoughts of my own:

It is generally agreed that the Colossus is a pretty terrible wonder. Furthermore, the only strategic resource available from ocean tiles comes very late in the game and is available earlier and cheaper on land. Since land-based Oil mostly shows up either in deserts (where Petra is strong) or marshes (where clearing them makes the tile self-sufficient in Food anyhow), coastal oil is rarely worth it.

Only two naval wonders are good: The Great Lighthouse and the Sydney Opera House.

The Great Lighthouse is like God Mode on Archipelago, and if you play Elizabeth and go Commerce, it's basically unfair. But if there are no coastal cities to assault, there is virtually no benefit to building it, and if coastal cities continue to suffer these various disadvantages, no one will want to build them.

Meanwhile, the Sydney Opera House comes very late in the game. If you are playing for a cultural victory, particularly on higher difficulties, you should desire a defensible location with a lot of production for wonders and defensive military units. Coastal cities typically do not meet this goal. If you find one with a long, snaky, single-tile connection to a larger water body with only one hex from which to attack your city, maybe consider it. But the map scripts I've seen don't produce such places often.

With sea and river tile gold going away, I'm beginning to wonder why anyone would bother settling on the coast at all. This goes counter to the almost universal human tendency to settle on the coast.

I know gameplay is more important than realism, but gameplay with realism is better. And making coastal cities a sign of a novice player is a little too gamey for my tastes, and I assume I'm not alone.


Possible suggestions:

*Coastal tiles should have a base yield of 2 Food rather than 1. Ocean tiles retain their normal yield.

*Get rid of the generic "Fish" tiles, and divide them evenly between Herring, Mackerel, Tuna, and Swordfish, four new luxury resources (+1 Food, +1 Gold, +1 Food with Fishing Boats). On sea-heavy maps, trading the same three things (which most city states will also have) over and over again gets old fast.

*God of the Sea, Harbors, and Seaports should increase the yield of Atolls the same as they do for Fishing Boats.

*Either reform the single-use nature of the Work Boat, or make them much, much less expensive. 30 hammers max on Standard. Or maybe make them multiple-use.

*The Colossus should provide +1 Gold and +1 Production from coast and ocean tiles. This will make it much better (particularly if the next expansion gets rid of gold for coastal tiles and doesn't include some other mechanism for gaining it back).

*Steam Power should increase the effective population of cities with harbors for purposes of calculating trade route gold. By how much, I don't know.

*Instead of a single ocean tile preventing travel between two adjacent islands for the first five thousand years of play (though, absurdly, a city in the right spot could work tiles on the other side's green-water coast despite nobody knowing how to get units there), Ocean tiles should act like Mountains do for Helicopter Gunships: dealing 50 damage if they end their turn on them (except for Polynesian units, which take no damage). This damage is reduced by half if you have discovered Compass. They should also be +1 MP cost per tile before discovering Compass (this does not apply to Polynesian units).

*I know trade routes are changing in the next expansion, but friendly river tiles should connect cities (for whatever good that is worth sans trade route) and speed movement upon researching Sailing, much the way Forest tiles do for the Iroquois with the Wheel. Also, for those who don't upgrade, they should serve to create trade routes in the G&K and Classic style.
 
Those sound like interesting suggestions. I'm not entirely sure how the trade routes are going to work, but I would assume they will become the dominant reason to found a coastal city (engage in international trade). However, I don't see those forms of trade routes being important until much later in the game and that makes early coastal cities more of a liability than anything. I really hope they add some greater incentives to settle there than what they have said so far.
 
Ha ha I like the title of your thread. I'm not sure I agree with all your conclusions. Yes, naked ocean tiles suck pretty badly, a bit less so with a Lighthouse but even then. However, under many circumstances, you don't need to work every tile within the 3-hex limit of your city, because you will start assigning people to specialists at some point, so many coastal cities can still thrive by working their inland tiles. Don't forget that coastal cities will post BnW benefit from coastal trade routes giving lots of gold.

About the Sea Resources, I agree to some extent. Fish are currently pretty God-like tiles in late game - with Lighthouse, Harbor and Seaport Fish tiles are something like 5:c5food:2:c5production:4:c5gold: iirc. (maybe it's only 3 gold?), but still way more than you will get from your average land tile. And Fish are pretty plentiful, so it's not infrequent to get a city with 2 or even 3 Fish tiles within working distance.

That being said, I agree some changes could be done:
  • Work boats are too expensive, and the 1-shot consumption is illogical and a huge set-back for an early coastal city, and not really balance by some great late-game benefit.
  • Fish tiles could appear in clusters. Even though Fish tiles are pretty numerous, they will always be spread out with a distance between, which makes grapping more than two of them in a town really difficult and/or forces your placement on bad tiles. They could appear in groups, which would make certain locations really good for coastal cities, which would overall benefit game (plus, it's not unrealistic).
  • Harbor and Seaport come pretty late, and a quite expensive in maintenance. This could use some looking into.
  • Colossus should get some boost, probably relating to trade route (I guess it already does).
 
Possible suggestions:

*Coastal tiles should have a base yield of 2 Food rather than 1. Ocean tiles retain their normal yield.

*God of the Sea, Harbors, and Seaports should increase the yield of Atolls the same as they do for Fishing Boats.

*Either reform the single-use nature of the Work Boat, or make them much, much less expensive. 30 hammers max on Standard. Or maybe make them multiple-use.

*The Colossus should provide +1 Gold and +1 Production from coast and ocean tiles. This will make it much better (particularly if the next expansion gets rid of gold for coastal tiles and doesn't include some other mechanism for gaining it back).

*Instead of a single ocean tile preventing travel between two adjacent islands for the first five thousand years of play (though, absurdly, a city in the right spot could work tiles on the other side's green-water coast despite nobody knowing how to get units there), Ocean tiles should act like Mountains do for Helicopter Gunships: dealing 50 damage if they end their turn on them (except for Polynesian units, which take no damage). This damage is reduced by half if you have discovered Compass. They should also be +1 MP cost per tile before discovering Compass (this does not apply to Polynesian units).

I absolutely agree with all of these. The change to crossing early game ocean tiles is especially a good and original idea. Would love to see it implemented. Also can't tell you how many times I've wished that Atolls received the bonuses you mentioned. On a related note, Atolls and sea-based natural wonders need to be scripted to appear in workable locations much more often (Krakatoa is the biggest offender here).

I like the idea of changing coastal tiles to 2 food 1 base. However, in such a case I think changing the Lighthouse to behave more like the Granary would be appropriate (+some raw food and +1 food for all fish or ocean resource tiles).

I agree that workboats need changed, I think most everyone can. I'd like to see a more interesting change than a cheaper production cost, but anything is better than nothing.

Love the Colossus change as well. I personally like it as-is, but it is a little too situational for my tastes. The change you suggested (combined with the 2 food base yield coastal tiles) makes it akin to a coastal version of Petra.

As you mentioned, BNW is going to mix up the formula quite a bit (I don't know how much personally since I haven't been following the news). Let's hope that either some changes like this are already in the works, or will be shortly after release. I trust that Firaxis will work out all the kinks. G&K is evidence that they are more than capable of it.

However, under many circumstances, you don't need to work every tile within the 3-hex limit of your city, because you will start assigning people to specialists at some point, so many coastal cities can still thrive by working their inland tiles.

This is generally true, but the problem I have with it is that there is currently no incentive to work coastal tiles, much like there is no incentive to work tundra tiles or settle tundra cities. Desert Folklore and Petra remedied desert tiles (admittedly a little too much), Dance of the Aurora(?) remedied tundra tiles (admittedly not enough). I would like to see coastal cities get similar treatment.
 
Kaspergm is right in saying that fish tiles are actually great tiles in the late game. However, the OP is also right in saying that fish tiles are a hinderance in the beginning of most games.

The issue is one of early benefits vs late benefits. Early boosts that are smaller are generally just as valuable, if not more valuable, than late game boosts that are bigger (unless the late boosts are tremendous). The problem right now is coastal starts are tough to endure long enough to eventually survive to even get the late boosts from Harbor, Seaport, etc. In situations where I didn't start on a coast, but was able to settle a coastal city with lots of fish tiles fairly late, I often can get a huge boost from that city quickly by rush-buying Lighthouse, Harbor, and Seaport. But this is because I can afford to rush-buy those things, as well as the work boats, which is only possible because I started somewhere else where I could improve all my luxuries with one worker and save up gold for a quick second settler. That quick second settler is a huge boost that shifts the whole course of the game.

Really, the issue is the hammers/gold for a work boat. Diverting to get Sailing is not as big a problem as it appears in most games, unless you're on Marathon and have a early UU that is down a whole different tech path. A workboat should be maybe half the cost it currently is, and I agree with the OP on that issue. It shouldn't be as many hammers or as much gold as it now is, and that's a big reason why coastal starts are painful to sit through: I have to spend 480 gold for 2 workboats to improve pearls and whales, and that's essentially one early settler lost. Huge disadvantage.
 
This appears to be missing the advantages of a coastal start:

#1 That's one direction you KNOW you won't be attacked from early.

#2. Early naval exploration.

As to production; extremely site specific. There's a bunch of starts on coast where you can have production. (Several hill tiles).
There are landlocked sites with poor production (few hills & few production bonuses) and the bane of starts (Plains with no river with few resoures; low food so you can't grow to work the 1 hammer per tile)

(I would tend to agree that a naked sea tile is low priority; and it appears these tiles will degrade to useless in BNW. [Why work a 2f 0h 0g tile???])

For G&K, I'd be against any naked sea water tiles starting with 2f; but it might be needed with BNW.

I'm against spliting fish. More types isn't better.

The Colossus does have a +5 gold to the city itself in addition to the +1g for sea tiles; it doesn't need to have the Civ IV Moai Statues added.

More late game gold not needed; its early game that gold is a problem. And it seems that BNW is likely to make early game gold even more rare; its going to take time to get the trade routes up to replace the cut from rivers.
 
Possible suggestions:

*Coastal tiles should have a base yield of 2 Food rather than 1. Ocean tiles retain their normal yield.

*Get rid of the generic "Fish" tiles, and divide them evenly between Herring, Mackerel, Tuna, and Swordfish, four new luxury resources (+1 Food, +1 Gold, +1 Food with Fishing Boats). On sea-heavy maps, trading the same three things (which most city states will also have) over and over again gets old fast.

*God of the Sea, Harbors, and Seaports should increase the yield of Atolls the same as they do for Fishing Boats.

*Either reform the single-use nature of the Work Boat, or make them much, much less expensive. 30 hammers max on Standard. Or maybe make them multiple-use.

Agree with Fish being bad early game.
Agree that it is a pain in the ass to get a coastal start (i.e., your luxuries are in the water, not just starting a city sea-side).
Agree Atolls should get the bonuses mentioned.
Agree fishing boats have to be fixed. My suggestion: GET RID OF THEM ENTIRELY AND LET WORKERS EMBARK AND WORK WATER TILES. There, problem solved.
 
This appears to be missing the advantages of a coastal start:

#1 That's one direction you KNOW you won't be attacked from early.

#2. Early naval exploration.

I agree with #1, especially because I rarely see the AI put together a decent navy until fairly late.

But that's the one real advantage of coastal starts. #2 is not normally worth it unless you are playing Archipelago or other water-heavy maps; on Pangea and even sometimes Fractal and what not, I end up with ice blocking me into a rather small bay. If that's not the case, I still often end up on those maps having to wait for barb galleys to move from the one shallow tile along some areas of coast, making naval exploration pretty poor, especially since early naval units aren't fast unless you are England or have the Great Lighthouse.

But really, again, the problem goes back to coastal starts usually demanding you build workboats to improve those crucial starting luxuries. Having to do that can set you back a lot.
 
The problem is you never wil be heard. Fixing balance doesn't bring money. They will sell new exiting "xcom squad" to bunch of idiots instead.
 
I don't think fishing boats are too expensive...if you buy them. But to actually produce them early game they're just ridiculous. And then if you're in MP and get those suckers blown up flies me into a rage.
 
Seems like some of that stuff might be easy to do with a bit of modding skill, particularly the cost of fishing boats.

I usually reroll a coastal start because they're weak for capitals. I often settle or take a coastal city or two, though. They're good later on, especially once rush-buying is feasible, as ahawk points out.

I miss Civ IV's Moai Statues, though. A new wonder that gave a strong production bonus to a coastal city would be a nice addition. The best project I can think of is the Netherlands' Delta Works. Unfortunately, it's a modern piece of engineering, completed well after the Sydney Opera House, so the gripe about the SOH coming too late would also apply to the Delta Works.

http://en.wikipedia.org/wiki/Delta_Works

Qal'at al-Bahrain has the advantage of 1) it's in the Middle East, a region that may be a little less over-represented than Europe when it comes to wonders and 2) it's ancient. It has the disadvantages of 1) obscure and 2) really more of a commercial hub than a production center. Delta Works shortened the coastline, thereby "saving hammers" that would have otherwise been needed for dikes.

http://en.wikipedia.org/wiki/Qal'at_al-Bahrain

It may be that Pye has a point, but I'd express it as "Fireaxis may not have strengthening coastal starts on their to do list" rather than implying that Civ fans are idiots squealing for more bells and whistles. However, it does appear that the developers have adopted ideas proposed on these boards into the game, like the infamous giant robot gibberish posts and this wonderful post about ideologies by an extremely clever person who clearly deserves royalty checks.

Anyway, the better approach to the issue might be to try to get the modding community interested in the coastal capital issue (which was also a concern in earlier versions, IMO, and which, come to think, probably already has a mod or two) than waiting for an expansion to fix it.
 
I'd like to just see more fish and I'd be happy. Hammers on boats are a bit expensive but once you factor in how much food they give it isn't all that different than building a granary.

Slight reduction in hammers (make it 40, just like archers/warriors/monument) and an increase in the number of fish tiles that spawn on a map. I don't mind regular ocean tiles being 2 :c5food: /1 :c5gold: but fish is the equivalent of the wheat, cattle, etc. found on land starts. No fish and it is like having an entire area of grassland with no bonus tiles.
 
Well I certainly hope they do something to make seacoast starts more attractive. By and large, they are usually my least successful starts and most likely to end up in a loss due to getting behind in key VC races. And I can't count the number of times I've gottan a coast start with absolutely zero freakin' resources in my working radius, not even 1 lousy fish. That's such utter bull flop. At least when you get crappy inland starts, you can get some kind of benefit from working most of your tiles- get a zero-resource ocean start, and you're hosed up the wazoo.
 
GET RID OF THEM ENTIRELY AND LET WORKERS EMBARK AND WORK WATER TILES.

Civ V was my first civ game ever and, honestly, in my very first game this is what I expected to happen. I think it's a better solution.
 
Or just give me 10 hammer / 50 gold work boats and call it a day (or a mod). Then you have an actual worthwhile trade-off with the worker, which costs a lot more but can work many tiles in its lifetime.
 
I agree with #1, especially because I rarely see the AI put together a decent navy until fairly late.

I agreed with this until I tried an OCC coastal game on deity and had the Ottomans breathing down my neck, taking my city with one of 1000 ironclads. Admittedly not early but not late either. :)
 
Since land-based Oil mostly shows up either in deserts (where Petra is strong) or marshes (where clearing them makes the tile self-sufficient in Food anyhow), coastal oil is rarely worth it.

Coastal oil might be the best kind because you can get it faster than land oil by rushing a work boat, assuming you aren't burning a great general for it. (The significance of this depends on your tech path, of course.)
 
Coastal oil might be the best kind because you can get it faster than land oil by rushing a work boat, assuming you aren't burning a great general for it. (The significance of this depends on your tech path, of course.)

I never get off-shores quickly. Submarines are weak against the most common boat, the destroyer, meaning I rarely build more than a few, and never rush to get them. Hence, I almost never build off-shores unless I am completely desperate.
 
I never get off-shores quickly. Submarines are weak against the most common boat, the destroyer, meaning I rarely build more than a few, and never rush to get them. Hence, I almost never build off-shores unless I am completely desperate.

I don't understand the significance of this comment. Submarines don't require oil. Oil is for bombers, fighters, tanks, and battleships. (Never mind, got it... the tech for sea-based oil is further along than the tech for regular oil.)
 
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