I did an experiment by removing fresh water from wells and adding fresh water due to the early game water cache building. I also turned on the irrigation system, and allowed most improvements to carry irrigation. So, a city acts as the only source of fresh water, and as long as you build improvements near the city first, pretty much all villages get irrigation from the city.
My issues:
1) Does giving the water cache fresh water cache fresh water mean that tiles around a city will terraform without a catchbasin? If so, this severely discourages construction of catchbasins, which is a bad thing. I'm assuming this isn't the case. [I always mess up fresh water on the tile vs access.]
2) Why spread irrigation? The whole point of the cottages bonus with irrigation was that this should be a bonus *only* in a few tiles, and only around fresh water sources. So you couldn't just spam cottages everywhere with their hammer bonus; you should build turbines or solar farms elsewhere where there wasn't fresh water.
If improvements spread irrigation, then you can just get cottages with hammer bonus everywhere.
Also, even if you switch from wells providing fresh water to cities providing fresh water, why would that chance also need to include improvements spreading irrigation?? I don't see how these are related. We can switch the water supply from well to city without needing improvements to spread irrigation.
3) I dislike only getting terraforming near catchbasins. There are distributional issues. In the status quo, a city with low water income, where you don't really want to build a catchbasin to start with, can still get terraforming around it if a well is nearby, which can give it enough water income so that it can later build a catchbasin without starving to death.
In the new system, terraforming *only* occurs on tiles adjacnet to catchbasin cities until arrakis transformation. So there is waaay less terraforming, not just slightly less.
I think the cure is might be worse than the disease.
If we do implement this, could we at least have the Reservoir fresh water range moved out to 3?
Personally, I tend to think that the spice loss from wells is over-rated. If we're doing tests, how about:
a) Game with wells providing fresh water.
b) Game with wells not providing fresh water and water cache doing it instead
And monitor the number of spice resource each player has. Does it really change the total much?
I still think Terraforming is wayyyy too slow. i only got 2 ancored grassland tiles throught my 9 city empire over 100 turns and every one of my cities had the first building that spreads anchor grass (i forget the name)
I find that very surprising. If you had 9 cities with catchbasins, each fresh water tile should have had ~2.75% chance to terraform per turn. You are aware that only tiles with fresh water (ie next to wells or catchbasins) can change?
If anything I find terraforming happens quite quickly - often before I get to Arrakis transformation tech.
What game speed are you playing?