Polycrates
Emperor
- Joined
- Dec 15, 2006
- Messages
- 1,288
So! Water!
Does anyone else find themselves reluctant to build waterside cities?
In Vanilla, coast tiles could be quite decent as extra tiles to work (especially for financial), the seafood resources were incredible and the trade routes could be phenomenal. Plus it would generally be a loooong time before your cities could grow large enough to really need to use their water tiles. So seaside cities were good.
In FFH, coast tiles really pale in comparison to the massively improved farms and the faster-growing cottages. Even the seafood resources, which could power a whole GP-farm-city in vanilla, are barely better than a grassland farm.
So with the huge growth in FFH, a coastal city will quickly find its potential limited in comparison to an inland one. And that's not necessarily a bad thing, but it does seem to discourage building coastally except as a last resort. The trade routes don't really make up for it (and themselves seem to have less impact than they did in Vanilla).
Anyway, please tell me if I'm totally wrong, but I do really feel as though water could do with a bit of improvement (other than just naval power, which is a whole different thread). Do people agree?
I don't know what I would suggest - something that would make coastal empires more viable without massively overpowering the Lanun. Anyway, here's a few scattered thoughts - hopefully others can suggest something more interesting.
I feel as though a raw upgrade to water tiles would probably be a mistake, although a tech-linked upgrade or building might work.
Alpha-Centauri-style sea terraforming would really just be extra micromanagement for very little gain, and it would feel a little odd as well, I think.
Increasing the yield from seafood resources would definitely be a good move, I think (and meat resources too, for that matter), because they're currently overshadowed by grain resources and even just regular farms. I'd love for them to be something worth fighting over.
Some sort of bonus based on number of water tiles in the radius (perhaps capped by city size) could be a possibility (maybe a customs-house-type building that adds 1 commerce for every water tile in the radius or something).
An OO-specific benefit for coastal cities would also be nice, since the religion's practical links to the seaside have really been watered down (sorry), and it's also a kinda weak religion now. Maybe something like Overlords temple gives +2 hammers in coastal cities. I stole this from another thread, but allowing Overlords priests with whale resources as well as incense seems like a really good move to me.
As a side note, I would also suggest removing the Lanun's +1 food for freshwater - it feels odd and kind of exploity to be building your best pirate coves inland to get the extra food. And really, their forte is seafaring out on the rough open waters, not farting around on placid little lakes.
Does anyone else find themselves reluctant to build waterside cities?
In Vanilla, coast tiles could be quite decent as extra tiles to work (especially for financial), the seafood resources were incredible and the trade routes could be phenomenal. Plus it would generally be a loooong time before your cities could grow large enough to really need to use their water tiles. So seaside cities were good.
In FFH, coast tiles really pale in comparison to the massively improved farms and the faster-growing cottages. Even the seafood resources, which could power a whole GP-farm-city in vanilla, are barely better than a grassland farm.
So with the huge growth in FFH, a coastal city will quickly find its potential limited in comparison to an inland one. And that's not necessarily a bad thing, but it does seem to discourage building coastally except as a last resort. The trade routes don't really make up for it (and themselves seem to have less impact than they did in Vanilla).
Anyway, please tell me if I'm totally wrong, but I do really feel as though water could do with a bit of improvement (other than just naval power, which is a whole different thread). Do people agree?
I don't know what I would suggest - something that would make coastal empires more viable without massively overpowering the Lanun. Anyway, here's a few scattered thoughts - hopefully others can suggest something more interesting.
I feel as though a raw upgrade to water tiles would probably be a mistake, although a tech-linked upgrade or building might work.
Alpha-Centauri-style sea terraforming would really just be extra micromanagement for very little gain, and it would feel a little odd as well, I think.
Increasing the yield from seafood resources would definitely be a good move, I think (and meat resources too, for that matter), because they're currently overshadowed by grain resources and even just regular farms. I'd love for them to be something worth fighting over.
Some sort of bonus based on number of water tiles in the radius (perhaps capped by city size) could be a possibility (maybe a customs-house-type building that adds 1 commerce for every water tile in the radius or something).
An OO-specific benefit for coastal cities would also be nice, since the religion's practical links to the seaside have really been watered down (sorry), and it's also a kinda weak religion now. Maybe something like Overlords temple gives +2 hammers in coastal cities. I stole this from another thread, but allowing Overlords priests with whale resources as well as incense seems like a really good move to me.
As a side note, I would also suggest removing the Lanun's +1 food for freshwater - it feels odd and kind of exploity to be building your best pirate coves inland to get the extra food. And really, their forte is seafaring out on the rough open waters, not farting around on placid little lakes.