Hunting Tech upgraded

salty mud

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I think that the Hunting technology should be upgraded a bit. I think after you research hunting, forests should have a +1 :food: bonus.

The reason for this being your people have hunting skills, and therefore be able to catch birds, boar and other wild animals.

What do you think?
 
There is one way to add this which would preserve balance. Make forests be -1F and +1P, instead of just +1P. Then as soon as you've researched hunting, it all goes back to what we're used to.

But what's the point? Hunting comes so early that some civs actually start with it. I guess it would give civs that start with hunting a better start than the others. Until the first worker comes out, it's fairly common to use forests to get 3 F+P. After the first worker has improved a tile or two, you don't need to use forests anymore anyway.
 
The idea is too overpowered, but forests do need some improvement. Specifically the "lumbermill" needs to be competitive with the workshop, windmill, and those towns running universal sufferage. Right now there isn't a lot of reason to keep them around.
 
Moving the lumbermill much earlier in the tech tree would help. It appears so late (and I can't really see why it should need more advanced tech than wind and water mill), that its a big waste to leave the forests around that long.
 
I've Moded camps to be buildable in Forests and provide +1 Commerce their, The AI will build it because its cheap and fast to build and will later chop the forest for production. Its a slight improvment and I agree with LumberMills moving earlier, infact they should switch places with WaterMills which actualy came about in the very begining of Industrialization which is about ware Replacable Parts is.
 
Actually if you put that on the lumber-mill instead it might help even things out, along with moving getting lumber-mill down the tech tree (as suggested) and (of course) letting it improve with the rest of the technologies. Watermills, windmills, and workshops all get bonus' for new technologies and civics as the game progresses.

Also, if I have a lumbermill in my city radius shouldn't I get MORE production if I chop a forest in that city? After all I have a lumbermill to efficiently turn all that wood into boards. lol
 
MrCynical said:
Far, far too powerful. Would render farms practically useless till the invention of biology.

What he said. Plus, +1 food for forests is way too large an effect for one of the cheapest techs in the game.
 
winddbourne said:
The idea is too overpowered, but forests do need some improvement. Specifically the "lumbermill" needs to be competitive with the workshop, windmill, and those towns running universal sufferage. Right now there isn't a lot of reason to keep them around.


The Lumbermill IS competitive with all other forms of production, e.g.

Watermill
+0.1.0
+0.2.0 (RP)
+1.2.2 (Comm+Electricity)*

Windmill
+1.0.1
+1.1.1 (RP)
+1.1.2 (Electricity)

Mine
+0.2.0
+0.3.0 (RR)

Workshop
-1.+1.0
-1.+2.0 (Guilds)
-1.+3.0 (Chem)
+0.3.0 (Communism)*

Lumbermill (Forest)
+0.1.0
+0.2.0 (RP)
+0.3.0 (RR)

*Requires the use of State Property Civic

So Production wise a Lumber mill is as good as a Workshop or a Mine (and doesn't require a specific Civic) And it gives Health. Watermills and Windmills beat it on Commerce+Food, but lose to it based on Production. (Towns of course are the best if you are changing commerce to Hammers, but they take time to Mature and that requires 2 Civics.)
 
Lumbermills are not at all competitive because they come late and require you to hurt your chances of winning by keeping useless forests around instead of chopping them, which is much more powerful.

And all of the above are inferior improvements compared to cottages, which require for the forest to be chopped when building them.

No need for hammer augmenting improvements when you have slavery.
 
What about giving forests next to rivers +1 commerce?
But I guess that would be too overpowered also.
 
The only use for lumbermills in my games are in forested tundra squares. I'll build some cities near the tundra boundry, so they've got grassland for food in their southern squares, and forested tundra squares in the north for production. Chopping tundra squares is almost never a good thing, because unless its beside a river you won't be able to build any other improvments there for the rest of the game.
 
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