spell vs. forest starts

smusebaer

Warlord
Joined
Oct 12, 2006
Messages
218
The starting settler is already a special one. How about a spell to remove forest in with reach one (and the opposit effect for the elfs), cast when founding the first city. That would remove the problem with forest starts.
 
Dude, that's a great idea. I'm 100% sure there's some mod out there for vanilla civ that does that, and it would definitely help the AI here. and if it could be made so that it applies only to the AI, that's even better IMHO.
 
I like this, but perhaps make it only have a 75% chance of removing (nonelves) /adding (elves) trees. That way it takes most of them but still leaves a few areas that are less desirable for a bit.
 
Not a bad idea, since the AI settler usually don't move to find a spot with less forst.
I don't agree to have the opposite effect on elves though, because they are already strong enough.
 
I'm gonna have to disagree. There are plenty of ways to balance out a forest start given the right situation. Nearby food resources can supply enough food that the extra production from forests is more than welcome. If you're founding with significant amounts of flood plains, the health provided by forests is often needed to keep growth inhibiting sickness from occurring. Human players are more than capable of making their own choices based on the surrounding terrain. The AI just needs some tweaking before it can cope as well.
 
True enough. Of course, the AI also gets royally screwed by massed barbs, warrior rushes, bad starting locations regardless of forests, and all sorts of things that the player can do but the AI doesn't understand. The best way, currently, to have good AI's is to start with a lot of them. Then at least a few will be successful and pose some challenge.
I'm also thinking that removing tree might end up hampering AI's production. At least with a bad forest start they can build stuff. If they don't have enough hammers, they are even more liable to be wiped out by barbs due to not enough warriors.
 
Instead, how about allowing the initial settler double movement in hills and forrests? That would allow both the AI and the player an equal chance to find good capital spots.
 
if it only removes the forests in one square radius, there should be enough trees. and for a good start you need food, not production a good production city can be founded later. Perhaps this could function with a warrior with a one time spell, but I think that would be a little troublesome for the AI.
 
Yes, food first, but it's glorious when you can combine them. The game I started with a friend today but me in a perfect spot. Two flood plains, a wheat, and forested hills all around. I would have lost out on some of that juicy production had even only the first ring been taken out.
Not to say that there haven't been plenty of times I would have liked to nix a few trees. Would certainly help in unlocking happy resources that like to appear in trees. Even so, I would still not be a fan of it were it in the main mod.
 
@Arcite: doesn't work. the AI is dumb and ALWAYS founds its capital on the first turn AFAIK.

@Fafnir: I kinda agree, IMHO if it can be an AI-only mechanic, that would be perfect. humans don't need it anyway.
 
I like this idea; especially mailbox's version with the 75% chance. Make sure it removes jungle too and this could help the AI with poor starts; someone should try it out in a mod.

Also a personal trivial peeve of mine is that the promotion should be named something like "Founder" instead of the out-of-flavor "Starting Settler Bonus".
 
Back
Top Bottom