Since I completly rewrote the worker AI anyway I decided redefine how improvements work. With the new Improvement system
A few examples:
Farm: +3 food, +1.5 unhappy population requires fresh water, can discover corn, wheat, rice
Pasture: +1food, +2production, +1.5 unhappy population, can discover cows, sheep, etc., can be build on either plains or one of the bonuses it is linked to
Winery: +0.5 happy population, can discover wine, requires fresh water+hills
Cottage: +1 commerce (later stages give more), +3 unhealth, increases the rate at which adjacent primary improvements discover resources, requires fresh water, natural yield of 1 or more food
Also, build orders now also show the actual changes for the city working the tile (where effects for adjacent tiles etc. are included)
- You will build less improvements and not every tile will have an improvement. Much better for a fantasy mod
- The Improvements are more different and it matters a lot more what improvement you build
- Many Improvements also have penalties so you need to plan carefully
- The primary Improvements you can build at game start, others are unlocked later in the tech tree (the game option that makes build orders take longer is gone)
- Automated Workers are actually usefull. They are still worse than micromanaged workers, but micromanaging workers is a lot more fun now because there are way more options now.
- There are two types of Improvements: Primary and Secondary
- Primary Improvements represent the whole infrastructure of the landscape, not just of one tile but also the adjacent tiles. As a general rule you can't build two primary Improvements adjacent to each other. Primary Improvements have high yields and usually also a penalty. Primary Improvements are Farms, Pastures, Plantations, Mines, Trading Posts and Camps.
- Secondary Improvements typically enhance the infrastructure which primary Improvements represent. A Windmill for example increases the food yield of all adjacent farms. A Lumbermill either improves the Commerce Yield of a trading post or the production of a mine adjacent to it. The amount of this increase scales with the number of forests around the lumbermill (ancient forests do not count). Secondary Improvements are Wineries, watermills, workshops, lumbermills, groundwater wells, cottages and any improvement I forgot .
A few examples:
Farm: +3 food, +1.5 unhappy population requires fresh water, can discover corn, wheat, rice
Pasture: +1food, +2production, +1.5 unhappy population, can discover cows, sheep, etc., can be build on either plains or one of the bonuses it is linked to
Winery: +0.5 happy population, can discover wine, requires fresh water+hills
Cottage: +1 commerce (later stages give more), +3 unhealth, increases the rate at which adjacent primary improvements discover resources, requires fresh water, natural yield of 1 or more food
Also, build orders now also show the actual changes for the city working the tile (where effects for adjacent tiles etc. are included)