Tundra buff?

I'm against buffing tundra, or adding a tundra version of petra. If you rolled a tundra start, you're probably going to have a rougher game; accept it and use it for bragging rights, or re-roll. Just don't expect to roll all 6's every time you roll the dice. Tundra often have 3, 4, or even 5 seafood resources, which can feed several specialists. And since they're always at the edge of the landmass, you can build cities to cut off tundra sections, preventing others from building cities there, and then add the cities late-game to get the precious late game strat. resources.
I however think we just need a civ that thrives in Tundra, ice,snow. Maybe Inuit.
This is about the best civ5 mod idea I've heard yet. They'd be the quintessential adaptable civ, which is how one would describe the Inuit anyway, able to adapt to all conditions. Give them a cool, resource-free unique unit to add to the adaptability vibe.
 
I don't see why it would be a particular problem to have dance of the aurora work on forested tundra. Yes, a forested tundra is just as good as a normal tile, but that's also true of flood plains and desert hills. It's even got the drawback that it can't be farmed.

Of course, in a decent desert start with some hills and floodplains desert folklore is almost certainly too good. That might actually be the area to look at.
 
One way to do combat-terrain penalties is that all units have a default -15% strength when on a turndra or desert tile but would get a promotion that nulls penalty when built in a city in respective terrain. This would be cool since your own army would be flavored by city.

I've always thought it funny in this game how you could just fortify any unit you want in the middle of a desert and leave them there.
 
I'm against buffing tundra, or adding a tundra version of petra. If you rolled a tundra start, you're probably going to have a rougher game; accept it and use it for bragging rights, or re-roll. Just don't expect to roll all 6's every time you roll the dice. Tundra often have 3, 4, or even 5 seafood resources, which can feed several specialists. And since they're always at the edge of the landmass, you can build cities to cut off tundra sections, preventing others from building cities there, and then add the cities late-game to get the precious late game strat. resources.

I don't think that Petra should be allowed to give such a big bonus to desert tiles without something to balance out other terrain. Petra's effects are game-breaking in some cases. Why not have something that can take another equally bad city location and make it better? That's why I like my camp idea. It doesn't give that much more food, just enough to encourage growth.

And regarding sea resources, I have rarely had more than 2 or 3 sea resources in a city no matter what terrain the land is on. It would be nice if that was the case, but sea resources are sporadic and unpredictable at best.
 
If we were to do that,it should be all tundra tiles. The only reason forest is not included currently is because it would overlap with the Celts ability.

I however think we just need a civ that thrives in Tundra, ice,snow. Maybe Inuit.

I cast my vote for the Illians :mischief:
+2 food from ice
+1 production from ice hills
no turn penalty for improving ice and tundra
UU voice of Mulcarn, replaces missionary, can convert surrounding tiles to ice
 
Interesting thread...maybe just a bit of buffing around the food issue... I started a game yesterday as France at the King level....in the Tundra...on a river...with a few hills and a few suitable resources, but I just couldn't get any "traction"....the growth was so slow.... And then I started missing out on on some of the early wonders....either building too slowly or not yet having the tech.....:sad:

I gave up ...started a new game....still as France...and this time I spawned in the desert.... built Petra....and everything is "peachy"....:lol:
 
Tundra starts already have something going for them that Deserts usually don't early on: tons of production. Tundra luxes all provide production and tundra often has loads of deer. Any Tundra city should be churning out a Granery early on and then focusing on Production for pretty much the rest of the game.

Maybe Dance of the Aurora does deserve a bit of a buff, but I'd certainly rather take a Tundra start than a "I'm surrounded ENTIRELY by jungle" start. The latter game really creeps along.

"Fortress of Solitude."

AWESOME.
 
I like that tundra isn't bufffed. Tundra is one of the few places in the world where you don't have large cities, so why make it any different in this game.

If you wanna give tundra a realistic buff I think the defense idea is fine. Perhaps make it so that units heals half in tundra outside friendly territory (should count for the new patch pillage rule as well).
 
I don't know how any wonder is realistic in it's approach to bonuses. How does Oracle give you a free tech? How does Petra grant more tile yields? I think a tundra wonder would be an excellent contribution.

Oh, and research stations in the Arctic and Antarctic DO exist. Just thought I'd point that out.
 
I think that attrition penalty in tundra and desert is a good idea. I think that -17 hit/turn would be fine. The units can get a "desert warrior" or "tundra warrior" promotion to negate this effect. Units built in cities on tundra/desert tiles get relevant promotion for free.

Desert folklore is overpowered and flood plains should not give faith.
 
tundra's weakness is food and i think it should remain that way. i agree that it becomes to homogenous otherwise. but since it lacks food if it were to be buffed i'd rather it be in production, but particularly in ores. maybe a higher chance of gold/silver/copper/gems spawning in tundra tiles and either a religious wonder like Aurora Borealis (that can only be found near tundra/snow tiles) that could grant some happiness or faith bonus or something like a natural cave system to increase mine yields. If the cave was a wonder you could build like petra it could buff +1 production for each tundra mine you have or something, and only built in a city by a tundra. Maybe, upon researching Archeology, you get the Spelunking benefit (one of those little star icons for things like Fertilizer) which increases a city's science by +1 per tundra mine you have.

but keep the food limits. we need a sparse food tile area now that deserts have Petra.
 
I think that attrition penalty in tundra and desert is a good idea. I think that -17 hit/turn would be fine. The units can get a "desert warrior" or "tundra warrior" promotion to negate this effect. Units built in cities on tundra/desert tiles get relevant promotion for free.

I agree with this completely. But likewise Jungles could provide that too to reflect illnesses like malaria. It would be interesting to see that penalty negated upon reaching a tech that involved Sterilization.
 
They need to make terrain more varied bonus-wise in Civ V generally.

Snow should do SOMETHING. +1 culture or faith? That would make sense...as opposed to having nothing there at all.
 
The Aurora could be a cool addition. There could be a band for Borealis and Australis which moves about snow and tundra randomly, being a pseudo natural wonder. It could provide a culture, faith, science or gold bonus of some kind.
 
How about adding natural wonders, luxuries and bonus tiles suitable for tundra and snow terrains?

"Bonanza Creek" could give tons of gold when worked. That would be situational, of course, but a nice addition to make the Northern wastes more interesting.

"Walrus" could be a new luxury item as a tundra version of Ivory.

"Seals" could be a food bonus for snow tiles so that together with deer and fish you'd get more viable city locations in the North.
 
I just think that tundra starts shouldn't happen so frequently. And I guess tundra tiles next to rivers can get the +2 food floodplains get.
 
I kinda felt the same way regarding desert/floodplains vs. tundra/"plains".

In my Small Continents Deluxe mod, I made a small tweak to the adjustment function which runs on map scripts. Instead of changing riverside tundra to plains, it creates grassland instead.

(If anybody is interested: http://steamcommunity.com/sharedfiles/filedetails/?id=90016576 :))

I felt that the tundra regions aren't in short supply of any production, since it not only has hills like desert regions, it has forests as well. So, the +1 food is more helpful. It's still a rougher region to thrive in early on, but that little tweak helps a bit and makes land around rivers more fertile.
 
Honestly its quite intriguing. Its not the first place I have heard it either - but it seems like everyone would be FOR increasing damage/defense/terrain damage from "bad terrain" in a way to add tactical intrigue.

Bonuses seem much more controversial on the other hand - nice to see pretty much unanimous agreement though on "attrition penalties"
 
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