Deliverator
Graphical Hackificator
It's about time spice got it's own thread. The current set up:
1. Spice appears only on Desert Waste/Deep Desert tiles.
2. Spice appears randomly on the map triggered by a spice blow mechanic.
3. Spice tiles are worked by Spice Harvester improvements.
4. Spice harvesters can only be built within you cultural borders.
5. Every civ has a House Spice corporation. This Corporation only has a Headquarters building and cannot be spread to other cities. The Corporation generates 3 additional commerce per spice tile with a Harvester improvement.
6. Spice disappears over time, this will happen more quickly when a Harvester is in place and more slowly is running the Arrakis Spice civic.
7. Spice will not appear on tiles with (or adjacent to) fresh water access in the current design.
8. The Landsraad religion shrine, CHOAM Headquarters, founds the CHOAM corporation which functions as second House Spice corporation for your faction.
Planned/Proposed Changes
1. We've talked about adding a building that gives say +0.15 gold per spice resource. Maybe this could be a Spice Economy unique building.
2. Wonders that give increasing benefits the more spice you control such as Prescience Chamber and Guild Research Facility.
Here are two of the big issues that have been raised about the current implementation.
Issue 1 - Various people have commented that spice is not important enough in the mod
As things stand it is possible to have a thriving economy while harvesting little or no spice which feels wrong.
Options
1) Reduce the amount of commerce available from sources other than the spice. For example, reduce commerce available from cottages and specialists.
2) Increase tech costs, etc and increase commerce from spice so that spice commerce accounts for a larger percentage.
3) Create buildings and wonders that provide varied beneficial effects dependent on the amount of spice tiles improved. See this thread.
Issue 2 - It is not possible to harvest spice more than a short distance from land tiles
This is because spice harvesters must be built within you cultural border. To harvest the spice you need to extend your cultural border over desert tiles. This means that maps have to have a fair number of islands for spice harvesting in any quantity to happen.
Options
1) Keep the status quo meaning that spice and spice harvesting will not be a significant factor in more Pangaea style maps such as the current Arrakis.py.
2) Change Arrakis.py.
2) Allow spice harvesters to expand cultural borders using JCultureControl or a similar mechanism to Starbases in Final Frontier. I tried some simple experiments with this - see here and here.
A summary of the drawbacks of this approach:
I responded to these issues in this post. On issue (a) is seems like the removal of culture when improvements are removed is built into JCultureControl.
I know this isn't a comprehensive list of the issues or possible options, but it is just to get the discussion going. I can come back and update this post as further stuff is raised.
1. Spice appears only on Desert Waste/Deep Desert tiles.
2. Spice appears randomly on the map triggered by a spice blow mechanic.
3. Spice tiles are worked by Spice Harvester improvements.
4. Spice harvesters can only be built within you cultural borders.
5. Every civ has a House Spice corporation. This Corporation only has a Headquarters building and cannot be spread to other cities. The Corporation generates 3 additional commerce per spice tile with a Harvester improvement.
6. Spice disappears over time, this will happen more quickly when a Harvester is in place and more slowly is running the Arrakis Spice civic.
7. Spice will not appear on tiles with (or adjacent to) fresh water access in the current design.
8. The Landsraad religion shrine, CHOAM Headquarters, founds the CHOAM corporation which functions as second House Spice corporation for your faction.
Planned/Proposed Changes
1. We've talked about adding a building that gives say +0.15 gold per spice resource. Maybe this could be a Spice Economy unique building.
2. Wonders that give increasing benefits the more spice you control such as Prescience Chamber and Guild Research Facility.
Here are two of the big issues that have been raised about the current implementation.
Issue 1 - Various people have commented that spice is not important enough in the mod
WarKirby said:Also, some thoughts about spice. I haven't played incredibly far into a game yet, so perhaps there are things I'm not aware of. But my overall impression so far, is that Spice doesn't seem to be as important as it should be.
"He who controls the spice, controls the universe"
but in practice, it seems more like
"He who controls the spice, controls slightly more wealth than others"
which isn't quite as epic.
Spice is hard to get. This is mainly because it only appears in areas of desert where you can't build cities. Almost like sea, really. The only way to get it is to build cities on the "coast" and expand culture far enough to reach the spice. Desert Waste gives relatively little in tile yields, and I believe Deep desert gives nothing at all, so there's an opportunity cost there, in sacrificing workable tiles in a city radius to get more spice.
To add to that, spice is temporary. I know more can be spawned by blows, but that doesn't seem to be happening to me so far. My experience of spice is building a city next to it for some temporary prosperity,, and then that city sinks into mediocrity once the spice expires and it's left with a poor city site.. Decent, sustainable city sites rarely contain any desert tiles, and so no spice.
On a related note, the Arrakis Spice civic. It gives +1 per spice harvester, which is "nice", but that's all it is. It hardly seems worth the effort. Production is easy enough to get from mines on the ridiculously common Crystals resource, that +1 from a tile you never really expected to get production from at all, doesn't make a lot of difference.
In short, I'm finding in the recent verson, that there doesn't seem to be a lot of reason to care about spice. The opportunity cost of placing a city in a bad location just to gain an ultimately temporary commerce boost from spice, (until it vanishes) doesn't seem worth the maintanance costs you pay for it. Not compared to placing a city farther "inland" next to a few groundwater/crystal resources, and growing a big, productive, sustainable city.
I think spice needs to be a LOT more valuable. but this is just my opinion
As things stand it is possible to have a thriving economy while harvesting little or no spice which feels wrong.
Options
1) Reduce the amount of commerce available from sources other than the spice. For example, reduce commerce available from cottages and specialists.
2) Increase tech costs, etc and increase commerce from spice so that spice commerce accounts for a larger percentage.
3) Create buildings and wonders that provide varied beneficial effects dependent on the amount of spice tiles improved. See this thread.
Issue 2 - It is not possible to harvest spice more than a short distance from land tiles
This is because spice harvesters must be built within you cultural border. To harvest the spice you need to extend your cultural border over desert tiles. This means that maps have to have a fair number of islands for spice harvesting in any quantity to happen.
Options
1) Keep the status quo meaning that spice and spice harvesting will not be a significant factor in more Pangaea style maps such as the current Arrakis.py.
2) Change Arrakis.py.
Ahriman said:Spice works pretty well on a Duneipegalo mapscript, so its easy to interpret this as a mapscript issue at least as much as a mechanic issue. Also, as my draft Arrakis scenario map shows, the real Arrakis from the books is not just big continents; it has plenty of narrow land-necks which will provide significant spice to most players, only in the big northern basins will there not be any significant spice access.
2) Allow spice harvesters to expand cultural borders using JCultureControl or a similar mechanism to Starbases in Final Frontier. I tried some simple experiments with this - see here and here.
A summary of the drawbacks of this approach:
Ahriman said:I still have many concerns. For example, I worry that:
a) the culture will stay there even once the harvester disappears, which will look and feel weird
b) the AI will not defend its spice tiles, or attack yours. It would be easy for a human to start a war and pillage off all their harvesters with only a handful of thopters (removing their culture) and then building your own
c) it will be exploitable by the human; the human player can build a huge worker army and go around the whole map getting all the spice, leading to a truly massive economy. The AI won't understand that a huge worker army would be valuable, and so won't build one.
d) it will be very hard to balance the spice income. Either you will be able to run too big an economy with all the spice, or you won't be able to run a big enough one without it.
e) it would allow an arrakis paradise user to still generate a huge spice income. Arrakis paradise penalizes spice income by providing big areas around cities where spice can't spawn, but if you're free to mine all the spice in the deep desert away from your cities then this isn't much of a penalty.
I responded to these issues in this post. On issue (a) is seems like the removal of culture when improvements are removed is built into JCultureControl.
I know this isn't a comprehensive list of the issues or possible options, but it is just to get the discussion going. I can come back and update this post as further stuff is raised.