I don't have a problem other than perhaps sometimes not having my concerns taken at face value as if I was so newbie who can't tell his spice crawler from a hole in the ground.
I apologize if you feel disrespected. Such was not my intention. Your feedback is very valuable, and very much appreciated. Not many people take the time to write up detailed thoughful feedback, as you have.
I simply feel that the best way to analyze issues is to dig deep into them in terms of trying to figure out whether something is really a problem or not, and if so, what alternatives would work (and what worse problems they would create). So I try to challenge ideas hard to see if they survive; and if they do, adopt them.
If I didn't think your ideas were worth considering, I wouldn't bother critiquing them.
My concern here is that the Dune Wars mod seems to create a situation where terrain is even more important than most mods
Yes, this is true. Water is very scarce on Arrakis, and so we want to try to create an environment that makes the player acutely aware of which tiles give water, and have those be a binding constraint. I think this is a good thing - or will be at least if we can improve the AI city selection AI.
So in many games, I can either not develop my wells (and thus my cities can't grow) so I can harvest spice
I think that it is very very rarely, if ever, worth not building wells in order to get a few more spice tiles, particularly considering that spice is temporary.
But the design purpose of wells was never really to push spice off; it was mostly intended that catchbasins and reservoirs do this. But we had both provide fresh water, for terraforming access and cottage boost.
We really wanted to make catchbasins reservoirs block off a lot of spice access, so we made it so that fresh water blocked spice not just in tiles with fresh water access, but in adjacent tiles too.
So some of the well blocking is an unintended consequence.
Maybe we can decouple these effects somehow.
So, well provides fresh water in 1 tile radius. Catchbasin provides fresh water in 1 tile radius, AND blocks spice blows in 2 tile radius. Reservoir provides fresh water in 3 tile radius AND blocks spice blows in 4 tile radius.
Remove the issue where spice can't appear in tiles with fresh water, or at least remoev the issue where spice can't appear *adjacent* to tiles with fresh water.
This would preserve the spice blocking effect of reservoir/catchbasin, without having wells have such a large spice-blocking effect, which I think is your main concern.
Culture would still help you get even more spice, but not as much would be blocked by coastal wells.
Do you think this would alleviate your concerns?
However, I'm pointing out that this isn't often clear to people new to the game.
We can try to provide better documentation on the effects between fresh water and spice, however they work.
in fact I'm surprised the AI does "navy" so well since most Civ IV games (as opposed to Civ III) the AI is ******ed in regards to marine invasions.
Cephalo has written improved naval invasion AI for this mod.
I think its great that the AI is very aggressive like this. If you are finding it too tough, maybe a lower difficulty level would suit you better.
(Again, not trying to be insulting here.)
the AI will often declare war on me even when they are listed as being pleased with me!
Which AIs?
Some AIs are backstabbing, or are simply aggressive. Others are more loyal. Any Harkonnens, Ordos or Corrino in general shoudlnt' be trusted too much. You can generally rely more on the Bene Gesserit, Atreides or Fremen more often.
This is why I've wondered if there couldn't be a way to switch it to where the spice crawler is a specialty worker that is relatively expensive that generates a 1-tile of culture so it can work.
We've been thinking about this in other threads. Personally, I am strongly opposed to trying to push the game out into the deserts, away from the land. It is hard enough to get the AI to do well on land, getting it to contest the deep desert woudl be very hard, and I don't think it woudl be fun for the human player. It woudl also be easy for the human player to swarm the map with workers, they AI wouldn't realize that was a profitable strategy.
I tend to agree with others that complain the worms aren't that much of a threat. I mean they come in, eat some improvements that I go right back out to fix after it leaves. (yawn)
Can you think of a way of tweaknig worms to make them more interestnig, without also potentially destroy many units (especially for the AI) or forcing massive micromangement?
You should ideally be able to automate workers without losing them all to worms.
Since there isnt' really anything you can do about worms, other than try to avoid them, what else could they do other than eat some improvements, without becoming severely annoying and not-fun?
Anyway, I don't want you folks to think a lot of us are out here just shooting holes in the mod that you folks have put a lot of work in.
Not what any of us think; constructive criticsm is greatly appreciated, especially when its well thought out and communicated clearly, as in your case.