Improvement Ideas and Discussion

So as soon as you build a beacon the underlying terrain feature upgrades to one with less damage and quicker passage. The beacon improvement still stays as the beacon will then upgrade to a lighthouse if worked. The lighthouse does not need to stay as this will then let fishing boats work the resource on the tile if there is one.
Then the valid features of the Marine Preserve should be the improved versions of the coral and reef features, so that they can be built when it doesn't have a resource.


I would have Camp upgrade to "Hunting Preserve" at Monarchy. It would provide less food but supply all, or a number per preserve of your units with food/supplies when at war.

Wildlife Sanctuary/Safari (and Whale Watching) are all the modern day improvement and are more about tourism and such rather than food and hammers. Furs is probably the only one that should still go obsolete.

Hunting preserve sounds good as an upgrade on its own, but perhaps rather than less food in general only less food with the Monarachy civic.

But for the modern era stuff, Wildlife Sanctuary was a better catch-all name, and yes it would be more Tourist/Commerce. Although Safari doesn't enable Elephants for trade, that can be handled individually per bonus. Some Wildlife Sanctuary bonus structs could keep the city trade valid, and some not (such as Elephants and Beavers, and probably also Seals & Walrus) Others at least make sense form a park perspective, Bison, Deer, Parrot/Poultry (Bird Sanctuary) but they might still have their bonus trade flag turned on.

"Plant Forest" is actually part of the terraform improvements as well.

Tree Nursery upgrades to Young Forest which upgrades to Plant Forest. When the Plant Forest improvement is built (or upgraded to) it is replaced with the climatically correct version of the forest feature. The early improvement versions should be providing yields based on, but lower than, the final "worked" forest tile, based on lumber mill. The final forest is left without an improvement so that the correct improvement at the time can be built on it.

I know that was why it was in quotes.
 
Factory Chain:
Workshop
Factory
Industrial Complex

I never build these, unless I have a city with no hills and no forests. Mines and Lumbermill generally out perform them, if perhaps they gave a free engineer like towns via a building dependency that might make them more attractive.

Yeah I think we should give Factories a lot more bonuses from techs.
 
Town Chain:
Cottage
Hamlet
Village
Town
I realize that the food bonus was added to encourage the AI to build them, but I never like that part of it. I'd rather give them an extra commerce. The other thing I think these should do is culture spread in staged amount up the chain. I would also like to use these in conjunction with buildings to generate free specialists which represent the bonus population obtain from these towns. Note that this may mean reducing free specialists from other building sources. Another idea is to add a 5th upgrade level "Suburbs" at the Consumerism tech. There might be a need for AI tweaking to give them other reasons for building these so that they are not ignored.

I think instead of an extra :commerce:, an extra :hammers: would make more sense. These small communities primarily served as trade hubs outside of large cities which means they give :commerce:, but any concentration of people is going to allow for specialization of labor and you are going to have a small group of craftsmen living there, providing :hammers:.

And I think instead of using Consumerism to unlock suburbs, a transportation tech like Railroads or Motorized Transportation makes more sense, since the idea of a suburb is a place you live in outside the big city, but close enough that you can commute into the city every day for work. Until trains and highways that was only a couple miles.

Factory Chain:
Workshop
Factory
Industrial Complex

I never build these, unless I have a city with no hills and no forests. Mines and Lumbermill generally out perform them, if perhaps they gave a free engineer like towns via a building dependency that might make them more attractive.

I agree totally. What if the city factory building chains required a factory in the city vicinity to be built? Ex: Potters Hut requires nothing, Potter's Workshop requires a workshop in the city vicinity, Pottery Factory requires a Factory in the city vicinity, and the high-tech factories require an Industrial complex.

Nature Preserves Chain
Forest Preserve (upgrades into Treefarm)
Treefarm (upgrades into Hybrid forest
Hybrid Forest (end of upgrade chain)
Nature Preserve: not art of the above chain but I group it with them because of similar function.

First of all I don't know what to do with Treefarm and Hybrid forest. They very late game improvements, but Treefarm seems redundant given that we can now do the whole Tree Nursery / Young forest thing. Does Hybrid forest even make sense anymore, that could not be accomplished with tech yield bonuses instead? Id it still desire? IMO Id drop Treefarm and Hybrid Forest. If you want to grow trees use the Tree nursery stuff. One thing that those 3 improvements did was have a positive iFeatureGrowth. Building them caused forests/jungles to spread. Nature Preserve doesn't, which is reasonable because it valid only on rock forms and other non vegetative features. I'd like to merge them into a a single "Nature Preserve" Improvement. It's main function would be commerce/ecology/Tourism and the like. Also no reason they could not help spread cactus and such. However to not end up with 2 improvements (Forest vs Nature) I would need to know how the code handles the iFeatureGrowth value. Will it still make a Rock form "grown" even though the Rock Form featureInfo definition does not have value for growth? I know I can test in a game, but I'd rather just look directly, but I am not sure what handles that yet. If it doesn't do it, I'd like to have it modify to only enhance the growth of a feature that has a positive growth value to begin with defined in its featureInfo.

The National Park Natural Wonder still shows to give +1 Free Specialist per Forest Preserve (which will upgrade out of existence) This could be modified into a general building to make these Nature Preserves more useful and desirable to build. (also an improvement CV dependency building.

I think treefarm/hybrid forest should be moved to the lumbermill chain. We have a 'clear cut' ability that destroys the forest immediately and the lumbermills never destroy the forest, so in effect the lumbermills are sustainably harvesting the forest. With treefarms/hybrid forests the workers also actively re-plant the trees and use fertilizers/GMO's so the cleared parts of the forest re-grow faster and production is increased. And since trees get their carbon from the air this should also reduce air pollution even more than just a regular forest.

Mining Chain:
Stone Tools Workshop
Mine
Shaft Mine
Modern Mine
Core Mine (Modern Mine current does not Upgrade to Core Mine, it should.)

Yield gain consistency up this chain needs to be tweaked some, as well as moving some base yields to bonus yields at the stone tools workshop level.

A pet peeve of mine, but really either all of an improvement chain should remove features, or none should. Personally I think mines shouldn't remove features since they are mostly underground, but either way it should be consistent.

Farm Chain:
Seed Camp
Farm
Farmscraper: +30:food:, +5:commerce:? I know its late game but that seems excessive.

Farm doesn't upgrade into Farmscraper, should it?

Farmscraper sounds too metropolitan to me, what about Vertical Farm? Same basic idea, have multiple levels of farmed plants stacked vertically, but just a few levels spread out over acres of land rather than stacked 30 stories high in a city. So it would look less like a skyscraper, and more like an warehouse.
 
Farmscraper sounds too metropolitan to me, what about Vertical Farm? Same basic idea, have multiple levels of farmed plants stacked vertically, but just a few levels spread out over acres of land rather than stacked 30 stories high in a city. So it would look less like a skyscraper, and more like an warehouse.

They are suppose to be like this ...


 
Fishing Vessels:
Fishing Boats
Harvest Kelp: Maybe rename to 'Kelp Harvesting Boats/Ships'
Whaling Boats
Whaling Ships

Not much to change here. We could reuse the Whaling Ships graphic and make a Fishing Ships upgrade for Fishing Boats.

Whale Watching improvement for when whales go obsolete. Similar to the Safari, currently the whale does not go obsolete and the plot returns change dramatically when they used to go obsolete. They should allow a building in the nearest city if they are not in the vicinity of any city.

Fruit/Plant/Grape Chain
Fruit Gathering Camp, Fruit Picking Camp, Orchards (should not remove features)
Plant Gathering Camp, Plant Picking Camp, Plantation (should remove features)
Grape Gathering Camp, Grape Picking Camp, Winery (should remove features)

First all of the above improvements require a bonus to be valid. Not all however show a bonus yield. IMO the base yield bonus should be dropped and changed to bonus yields. (This allows for finer, more varied control of what bonus gets what yield bonuses.) They can still have tech yield bonuses which apply universally. IMO if an improvement is ONLY valid on a bonus, then it should not have any base yields, and only rely on bonus yields and tech yields for its effects. This is the standard pattern, I'm not sure why some improvements departed form this.

I agree. The current confusion is from when we merged everything in from the Stone Age mod.

All other improvements are their own category. I am only mentioning ones I have comments on.
Moai statues (convert to a feature along with ancient temple and other similar structures. Make this a "Sacred Site" type of improvement instead, which later can be upgraded into the Archeology Site improvement.

We will be having a whole bunch of "Nomadic Start" improvements at some stage. We may need to convert them from improvements to features at some stage to get all the advantages we want. We can have multiple features on a plot and we can have buildings require features in the vicinity. I am not sure if city buildings can get extra "yields" from features or not yet.

Geoglphs probably fit here also.

Peat Cutter: production yield seems high at +3.

This improvement and the thatch cutter were put in in a hurry with out full analysis. They are improvements which should be as good or better than the equivalent cottage/workshop at particular periods in time.

Peat is a fuel and so should provide a bonus equivalent to a coal mine. This is one of those improvements that would benefit from a latitude adjustment as peat is a very fertile place for farms in warm temperate areas but still used for fuel elsewhere.

Farming should not remove peat bog but replace it with some more productive farm.

Tidal Harness: With above proposed changes it seems a weak version of Seamill I doubt it would even be built, unless it too allows a CV dependency building.

Probably a merging thing. I think Sea Mills were introduced because people forgot about Tidal Harness.

Submerged Town: I think these should be named "Artificial Island". Function can be similar to the Town Chain.

These are not the floating type but under water type. Although they could be both. I agree that they should upgrade if worked but should take a lot longer than their land based equivalent. They should be a combination of the cottage and workshop line.

Extraction Facility: Can be built on any coast or ocean terrain. Spawning Geothermal vents seem odd though, I imagine them as being more of a fixed thing. They can spawn methane ice also. I'm not sure if they should be available on all water, maybe just those bonuses. Should the 'Artificial Island' type improvement be more for all water tiles?

I think these should be restricted to the various sea "mineral" resources and should not spawn geothermal vents. Should be equivalent to the land based mining line.


And I think instead of using Consumerism to unlock suburbs, a transportation tech like Railroads or Motorized Transportation makes more sense, since the idea of a suburb is a place you live in outside the big city, but close enough that you can commute into the city every day for work. Until trains and highways that was only a couple miles.

Transport seems a better idea to me too.

We will probably having a "Social Reform" mission for the Great Merchant and Great Statesman which will force upgrade all Cottage to Hamlet at the appropriate tech with another to force upgrade cottages and hamlets to towns latter.

Factory Chain:
Workshop
Factory
Industrial Complex

I never build these, unless I have a city with no hills and no forests. Mines and Lumbermill generally out perform them, if perhaps they gave a free engineer like towns via a building dependency that might make them more attractive.
I agree totally. What if the city factory building chains required a factory in the city vicinity to be built? Ex: Potters Hut requires nothing, Potter's Workshop requires a workshop in the city vicinity, Pottery Factory requires a Factory in the city vicinity, and the high-tech factories require an Industrial complex.

I am not sure I like the requirement for the improvement in the vicinity to have the building in the city. It badly restricts cities on one plot islands.

Again there should be a Great Person mission to force upgrade at the correct tech.


Spoiler :
Nature Preserves Chain
Forest Preserve (upgrades into Treefarm)
Treefarm (upgrades into Hybrid forest
Hybrid Forest (end of upgrade chain)
Nature Preserve: not art of the above chain but I group it with them because of similar function.

First of all I don't know what to do with Treefarm and Hybrid forest. They very late game improvements, but Treefarm seems redundant given that we can now do the whole Tree Nursery / Young forest thing. Does Hybrid forest even make sense anymore, that could not be accomplished with tech yield bonuses instead? Id it still desire? IMO Id drop Treefarm and Hybrid Forest. If you want to grow trees use the Tree nursery stuff. One thing that those 3 improvements did was have a positive iFeatureGrowth. Building them caused forests/jungles to spread. Nature Preserve doesn't, which is reasonable because it valid only on rock forms and other non vegetative features. I'd like to merge them into a a single "Nature Preserve" Improvement. It's main function would be commerce/ecology/Tourism and the like. Also no reason they could not help spread cactus and such. However to not end up with 2 improvements (Forest vs Nature) I would need to know how the code handles the iFeatureGrowth value. Will it still make a Rock form "grown" even though the Rock Form featureInfo definition does not have value for growth? I know I can test in a game, but I'd rather just look directly, but I am not sure what handles that yet. If it doesn't do it, I'd like to have it modify to only enhance the growth of a feature that has a positive growth value to begin with defined in its featureInfo.

The National Park Natural Wonder still shows to give +1 Free Specialist per Forest Preserve (which will upgrade out of existence) This could be modified into a general building to make these Nature Preserves more useful and desirable to build. (also an improvement CV dependency building.
I think treefarm/hybrid forest should be moved to the lumbermill chain. We have a 'clear cut' ability that destroys the forest immediately and the lumbermills never destroy the forest, so in effect the lumbermills are sustainably harvesting the forest. With treefarms/hybrid forests the workers also actively re-plant the trees and use fertilizers/GMO's so the cleared parts of the forest re-grow faster and production is increased. And since trees get their carbon from the air this should also reduce air pollution even more than just a regular forest.

Agreed. Should there be a Great Person mission to force upgrade?

Mining Chain:
A pet peeve of mine, but really either all of an improvement chain should remove features, or none should. Personally I think mines shouldn't remove features since they are mostly underground, but either way it should be consistent.

The Modern Mine is an open cut mine it strips everything away. It should not be in this upgrade line but should
  • require a resource to be built
  • provide a large boost to the :hammers: and amount of ore mined when we have the quantitative system
  • have a larger chance of depletion which can't be turned off
  • create more pollution
  • depleted modern mine should produce nothing except pollution and can be removed by a forester or the worker with some rehab work.

Actually the open cut method has been used back as far as 5000 BC so perhaps there should be a different line for this and the Modern Mine moved to it.
 
Whale Watching improvement for when whales go obsolete. Similar to the Safari, currently the whale does not go obsolete and the plot returns change dramatically when they used to go obsolete. They should allow a building in the nearest city if they are not in the vicinity of any city.

Whale watching Cruise: - need a graphic of a modern ship w/out the net.

We will be having a whole bunch of "Nomadic Start" improvements at some stage. We may need to convert them from improvements to features at some stage to get all the advantages we want. We can have multiple features on a plot and we can have buildings require features in the vicinity. I am not sure if city buildings can get extra "yields" from features or not yet.

Geoglphs probably fit here also.

Proposed Needed Features: (recycle the art) we can make this in advance and hook them up later. I guess they should be mentioned in the features thread also.
City Ruins
Arcology Ruins
Ancient Temple (N America Culture)
Geoglyph (S America Culture)
Stonehenge (European Culture)
Pyramids (African Culture)
Moai (Oceania Culture)
??? (Asian Culture)
??? (Middle Eastern Culture)

This improvement and the thatch cutter were put in in a hurry with out full analysis. They are improvements which should be as good or better than the equivalent cottage/workshop at particular periods in time.

Peat is a fuel and so should provide a bonus equivalent to a coal mine. This is one of those improvements that would benefit from a latitude adjustment as peat is a very fertile place for farms in warm temperate areas but still used for fuel elsewhere.

Farming should not remove peat bog but replace it with some more productive farm.
I don't know if they should be as good or better than though, but at least they will usually be low in number based on the frequency of sword grass and peat bogs.

Although you might make a farm not remove the peat bog, you have to do a feature swap to make a "farmed Peat bog" type of feature to give it more yields.

Probably a merging thing. I think Sea Mills were introduced because people forgot about Tidal Harness.

I would turn Tidal Harness off then until we have maps with accessible current data in them.

These are not the floating type but under water type. Although they could be both. I agree that they should upgrade if worked but should take a lot longer than their land based equivalent. They should be a combination of the cottage and workshop line.
I know that was the intention, but what do the look like to someone who doesn't know that name currently assigned to them? We have artificial islands now, and they will be far easier to develop tech wise and be developed sooner than and submerged cities.

I think these should be restricted to the various sea "mineral" resources and should not spawn geothermal vents. Should be equivalent to the land based mining line.
Sea Floor Vent, Methane Ice, Oil and Natural Gas are the only sea 'mineral' resources. Oil and Natural Gas are already handled by the Oil rig/Platform improvement. If this becomes a bonus only improvement, I dont see why we can't just add Methane Ice and the vents to the existing Platform improvement. They don't get reveal until later techs anyway.Alternatively make the Extraction Facility an upgrade on the Oil-Platform chain.

Transport seems a better idea to me too.

We will probably having a "Social Reform" mission for the Great Merchant and Great Statesman which will force upgrade all Cottage to Hamlet at the appropriate tech with another to force upgrade cottages and hamlets to towns latter.

The current town chain tech requirements IIRC (not looking atm) is pottery, city planning, civil service, social contract. Those are not entirely related to transport. I figured Consumerism was good because that is why the typical post WWII boom of suburbs and consumerism began. Railroads IMO would be too early, but highways could do so.

I am not sure I like the requirement for the improvement in the vicinity to have the building in the city. It badly restricts cities on one plot islands.

Again there should be a Great Person mission to force upgrade at the correct tech.
I don't want to necessarily turn stuff off in a city for lack of the improvement in the CV, but that depends onwhat building we are talking about. These at least need some better incentive to build them, or at least make you have to weight your option ratrher than dismiss it outright.

Agreed. Should there be a Great Person mission to force upgrade?

Throughout most of history, clear-cutting was the main means of harvesting timber. Sustainable approaches are a more recent method. It certainly was not being done all that much during the classical and medieval eras, when the machinery tech enabled lumbermills. Should this be modeled in some way? Should lumber mills / loggings camp give nice yields but eventually deplete the forest they are on? For that matter should regular clear-cutting give staggered gains per turn of cutting rather than all at once? for this to work right though each forest when need to track some kind of internal "timber supply" value, which decreases while being worked (down to zero), and increases when left alone. (slow regrowth)

I agree that Treefarm/Hybrid forest (if they are both kept) should be ni the logging/lumbermill chain. (though I don't think the food gain on them is appropriate)

The Modern Mine is an open cut mine it strips everything away. It should not be in this upgrade line but should
  • require a resource to be built
  • provide a large boost to the :hammers: and amount of ore mined when we have the quantitative system
  • have a larger chance of depletion which can't be turned off
  • create more pollution
  • depleted modern mine should produce nothing except pollution and can be removed by a forester or the worker with some rehab work.

Actually the open cut method has been used back as far as 5000 BC so perhaps there should be a different line for this and the Modern Mine moved to it.

"depletion which can't be turned off" I don't think this is going to make people happy.
Why bother having it as an option then?

Making two different mining improvement chains seems unnecessarily complicated. We can't make everyone happy, I don't think there is anything wrong with removing forests for building the mine chain buildings. If someone doesn't want to do that then don't build them there. Mine chain builds are valid or the proper bonuses, plus, rocky terrain and hills. What if these were valid on bonuses only, or only bonuses and rocky? At some future point, if we have tile values that indicate the metal content (georealism) of a tile, the validity check will probably just be a minimum threshold value, which would arguably be high enough that you would not want to build something else there except a mine in most cases.
 
Can we get a new graphic for the Goody Island? I suggest using the flat island texture underneath the building on the marine preserve, combined with a few of the normal goody huts, tribal huts. Also we might consider swapping the island after its popped in a manner similar to the indigenous communities now. We might even replace it with a feature or improvement that gives a yield modification since technically it is a "coastal tile with a small island on it" (and island too small for a city or land-based improvement)
 
"depletion which can't be turned off" I don't think this is going to make people happy.
Why bother having it as an option then?

Making two different mining improvement chains seems unnecessarily complicated. We can't make everyone happy, I don't think there is anything wrong with removing forests for building the mine chain buildings. If someone doesn't want to do that then don't build them there. Mine chain builds are valid or the proper bonuses, plus, rocky terrain and hills. What if these were valid on bonuses only, or only bonuses and rocky? At some future point, if we have tile values that indicate the metal content (georealism) of a tile, the validity check will probably just be a minimum threshold value, which would arguably be high enough that you would not want to build something else there except a mine in most cases.

I a thinking more of when we bring quantities into the game. The difference will be in how fast you get the required ore out. That is quantities in how much is available and how much is used. It can be left for a later date.

However Modern Mine was intended as representing Open Cut mines which do remove all features. If it stays it should not be an upgrade from Shaft Mine but should upgrade to Core Mine. It should have a slightly higher production that Shaft Mine but also higher depletion and pollution.

Can we get a new graphic for the Goody Island? I suggest using the flat island texture underneath the building on the marine preserve, combined with a few of the normal goody huts, tribal huts. Also we might consider swapping the island after its popped in a manner similar to the indigenous communities now. We might even replace it with a feature or improvement that gives a yield modification since technically it is a "coastal tile with a small island on it" (and island too small for a city or land-based improvement)

Basically you want a water (or hi-bred water/land) terrain "small islands" and just have goody huts on it. It causes all sorts of problems with regions and trade networks. Or maybe just another water feature. I had can do atols I think. Currently they can occur on all sorts of sea features and resources.

The whole goody hut thing needs reworking. Including the Indigenous people thing.
 
I was going to suggest a set of events that leads to depletion of oil/coal and probably other resources we're running short in this century (silver for example). These events start to trigger at globalization (or probably later) and in the end, they should be adjusted that by the time you reach 2050 (or techs that were at this time) there is no oil/coal left on the map. This could go under the depletion option or without it. I want to simulate the Modern/TH era more realistic.
 
Basically you want a water (or hi-bred water/land) terrain "small islands" and just have goody huts on it. It causes all sorts of problems with regions and trade networks. Or maybe just another water feature. I had can do atols I think. Currently they can occur on all sorts of sea features and resources.

The whole goody hut thing needs reworking. Including the Indigenous people thing.

Not quite, I just though we could have a water feature that, cosmetically, has an island on it. It could give a hammer yield to the coastal tile, but its really still just a water tile. I figured the goody islands could simply go there. the "island" (or atoll) is still too small to put land units on it.

It would be interesting at least to have these scatter out in the deep ocean to be found. They can't support a proper city, but maybe we can allow building a fort on them. (although that means revisiting whether land units can be there)
 
Not keeping up with the whole thread here but I do like the idea of a coastal feature to represent islands too small to be a tile's worth that would enable an additional hammer on that plot. And perhaps some unique improvements...
 
Tar Gatherer and Well (Land-based Oil and Gas Well) should also be grouped together. The Well can in fact currently be built on top of a tarpit. I think that the Tar Gatherer ought to upgrade into the well. Although, at the moment, based on the tech yields, Tar Gatherer is more valuable than Well on a tar pit.

'Well' should probably be renamed to 'Hydrocarbon Well'.

We can probably add discovery chances for Fossils, Oil and Natural gas on these. This is only relevant to the Tarpit which is the only valid location that does not have a bonus that the well / tar gatherer can be built on.

What about Peat cutter? Should it turn into a Hydrocarbon well at some point (ie should we allow Hydrocarbon wells to be built on Peat Bog features?)
 
As noted on the bug thread something has gone wrong with the improvements. many plant resources can't have the plant gatherer built on them even though the XML looks OK. Henna and Kava are two examples. Can someone look into this, I am getting a migraine.
 
I'm wondering if when we disabled the check on canBuild to make it so we could overbuild improvements there was an unexpected result from that adjustment that would explain why a unit can build lesser improvements over the top of upgraded ones. But I wouldn't think it would cause some of the other effects. I'll be looking into it in code soon and may find some other things 'amiss' that could explain some of these odd behaviors.
 
I'm wondering if when we disabled the check on canBuild to make it so we could overbuild improvements there was an unexpected result from that adjustment that would explain why a unit can build lesser improvements over the top of upgraded ones. But I wouldn't think it would cause some of the other effects. I'll be looking into it in code soon and may find some other things 'amiss' that could explain some of these odd behaviors.

It is only the Plant Gatherer that is having the problem. The Plant Picker is fine when I test it.

We actually have an event that upgrades one village to a town. It is turned off and I don't know why. Is there a problem if you try to spawn one improvement on top of another?

No problem it is done all the time. The event may have been turned off because it was happening to early in C2C since we introduced a tech requirement for them to upgrade.
 
Please pardon the intrusion but I would like to suggest two things that would improve the C2C mod.
First; soundtrack, some eras take days of playing to get thru and the same mind numbing 1,2,3 songs really get annoying. So I would suggest a random selection of at least 10 pieces of music for each era that would shuffle at every startup to break up the monotony.
Second; AI wars, The AI continuously fights little 10 turn wars that result in no gain or loss for either side. No tiles or cities ever change hands. And yes I realize that is built into Civ4 as a method to make the player choose sides etc. but it would be better if these wars were less predictable. Varying the war length, or requiring a change of property before the AI could end the war are two solutions that I can think of.

:D This thread is about terrain improvements like farms. Your comments would be better off in the Ideas and discussions thread here.
 
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