I did some initial work to balance Plantations. Since I use Farms as my benchmark for basic improvements, I am using the Farm + grain resource as my benchmark for bonus improvements, and balancing improvement yields against this.
I am valuing health and happiness resources that are tapped by improvements at +0.5 yield, as per the health/unhealth from improvements themselves; this is in addition to the yield bonus from the improvement on the tile (but leaving out the bonus just from the resource being on the tile). If you have maximum health and happiness, you don't need this particular resource, and it's hard to use multiple copies of a resource except through Guilds/Corporations or trading. I'm not completely sure how to count strategic resources, but I think +1 yield might be fairer depending on how useful the resource is.
With the Dome Farm in the building mix, this is the yield curve for Farms on food resources. It's a straight +1.5, +1 for the food yield bonus, +0.5 for the +1 health from that particular resource.
Ancient +2.5
Classical +2.5
Medieval +3.5
Renaissance +3.5
Industrial +4.5
Modern +6
Transhuman +9
Plantations only get a couple of bonuses before Vertical Farming. I am setting up Plantations to upgrade to Dome Farms, so any updates beyond that won't matter. The two current bonuses are +1C from Agricultural Engineering and +2C from Gene Manipulation.
- Hemp is +1.5; +2 commerce, +1 happiness
- Rubber is about +2; +3 commerce, +about 0.5 for strategic value (Rubber can be made into Vulcanized Rubber, which is necessary for a few vehicles; however, Vulcanized Rubber can also be made from Chemicals)
- Coffee, Cotton, Tea are +2; +3 commerce, +1 from happiness or health
- Tobacco is +2; +4 commerce, with +1 happiness and -1 health cancelling each other out
- Sugar is +2; +1 food, +1 commerce, +1 health
- Dye is +2.5; +4 commerce, +1 happiness
- Incense is +2.5; +5 commerce
- Spices is +2.5; +1 food, +2 commerce, +1 health
- Banana is +2.5; +2 food, +1 health
This averages out to about +2. Plantation is already slightly behind relative to boosted Farms. It doesn't get much better as the eras go on.
Ancient N/A
Classical +2
Medieval +2
Renaissance +2
Industrial +2.5
Modern +3.5
Transhuman upgrade to Dome Farm
We need to boost Plantations just a bit. First of all, to make them equal to boosted Farms, we add +1 commerce to the resources that aren't already at +2.5 yield. This applies to Coffee, Cotton, Sugar, Tea, and Tobacco.
Also, I would like to do something different with Rubber. To differentiate it a bit from the rest of the Plantation resources, I would like to make Rubber give a production bonus of +1 hammer and actually reduce its commerce by 1. It still averages out to a net +2.5: +1 from production, +1 from commerce, +0.5 for strategic value.
Now we need some additional bonuses. Start with the following:
- Add +1 food from Crop Rotation. This keeps it on pace. I considered a commerce bonus here but it made balancing the Dome Farm too difficult.
- Increase the bonus at Agricultural Engineering to +2 commerce.
- Add +1 food from Biomaterials. This is the inverse of the Farm situation, which gains commerce at this tech.
Now we have a much better table.
Era Farm+ Plantation
Ancient +2.5 N/A
Classical +2.5 +2.5
Medieval +3.5 +3.5
Renaissance +3.5 +3.5
Industrial +4.5 +4.5
Modern +6 +6.5
Transhuman +9 upgrade to Dome Farm
Plantations are slightly better than Farms by the end of the Modern Era. In the Transhuman Era, Plantations also upgrade to Dome Farms. I'll talk about that in another post. This one is pretty long.