WuphonsReach
Prince
- Joined
- Nov 6, 2005
- Messages
- 426
A list of the current values and where tweaks should probably be made (IMHO).
Terrain Tiles:
1F 0P 1G Coast
0F 0P 0G Desert
2F 0P 0G Grassland
0F 2P 0G Hills
0F 0P 0G Ice (unpassable)
0F 0P 0G Mountain (unpassable)
1F 0P 1G Ocean
1F 1P 0G Plains
0F 0P 0G Snow
1F 0P 0G Tundra
- Coastline needs the 10% combat modifier back to differentiate it from Ocean. For a real change of pace, the combat modifier should be (10% times number of neighboring land tiles). So a nearly land-locked piece of coastline could have up to a +50% combat modifier. But a coastline on the tip of a peninsula would only have a 10% bonus.
- Grassland should have no combat modifier, nor should Plains. That would give a better scale between fighting on open ground (fairly simple) vs fighting in bad terrain like Tundra/Snow/Desert or setting up in good terrain like Hills. Or the combat modifier should be scaled back to -10% or -15% compared to the current -33%.
Features:
-3F -3P -3G Fallout (a.k.a. the crater)
+2F Flood Plains
=1F =1P Forest (always 1F/1P regardless of underlying until chopped)
+1F -1P Jungle (turns into 1F 1P 0G Plains when chopped)
-1F Marsh (-33% combat)
+3F +1G Oasis (-33% combat)
- The manual says +2F for flood plains, but the game seems to only give out +1F. This should be reverted to give +2F for flood plains.
- Rivers are a special case feature. They give +1G to neighboring tiles.
Bonus Resources:
+1F Bananas
+1F Cattle
+1F Deer
+2F Fish
+1F Sheep
+1F Wheat
- Cattle, Sheep, Wheat should all be boosted to +2F.
- Fish should be boosted to +3F. The reason is that it's difficult to defend sea resources, so there should be a larger reward.
Luxury Resources:
+2G Cotton
+2G Dyes
+2G Furs
+3G Gems
+2G Gold
+2G Incense
+2G Ivory
+2G Marble
+2G Pearls
+2G Silk
+2G Silver
+2G Spices
+2G Sugar
+1F +1G Whales
+2G Wine
- Gold, Silver should be boosted to +3G instead of +2G.
- Furs should give +1F just like whales.
- Ivory should give +1P.
- Luxury resources should give +5 for the first one and +2 for additional not traded away (add +2/+1 for each map size larger then the small size). So +5/+2 for Small, +7/+3 for Standard, +9/+4 for Large and +11/+5 for Huge.
Strategic Resources:
+1P Aluminum
+1P Coal
+1P Horses
+1P Iron
+1P Oil
+1P Uranium
- Oil should give +1G in addition to +1P, with a bigger bonus if improved.
- Coal and Uranium should be +2P
- Horses should give +1F/+1P without being improved
- Strategic resources are useful right now, but not special. If they gave slightly bigger tile boosts, then they become even more interesting as something to fight over.
Resource Improvements
(nothing) Camp
(nothing) Fishing Boat
(nothing) Oil Well
(nothing) Pasture
(nothing) Plantation
(nothing) Quarry
- Oil well should boost an additional +2P and +2G
- Pasture should give +1F
- Plantation should boost +2G
- Quarry should boost +1P
- Fishing boat should give +1F
Tile improvements
+1P Lumber mill
+1P Mine
+2G Trading Post
+1F Farm
- Lumber mill should be +2P not +1P, otherwise putting up a trading post takes preference due to the power of gold in Civ5.
- Mine should be boosted to +2P to be competitive with trading posts
There's a lot of times right now where a trading post is the obvious choice, especially on forest plains where you can get either a measly +1P from lumber mill or +2G from a trading post. Farms could probably also be boosted to +2F - because you're going to be limited by your happiness cap anyway.
Terrain Tiles:
1F 0P 1G Coast
0F 0P 0G Desert
2F 0P 0G Grassland
0F 2P 0G Hills
0F 0P 0G Ice (unpassable)
0F 0P 0G Mountain (unpassable)
1F 0P 1G Ocean
1F 1P 0G Plains
0F 0P 0G Snow
1F 0P 0G Tundra
- Coastline needs the 10% combat modifier back to differentiate it from Ocean. For a real change of pace, the combat modifier should be (10% times number of neighboring land tiles). So a nearly land-locked piece of coastline could have up to a +50% combat modifier. But a coastline on the tip of a peninsula would only have a 10% bonus.
- Grassland should have no combat modifier, nor should Plains. That would give a better scale between fighting on open ground (fairly simple) vs fighting in bad terrain like Tundra/Snow/Desert or setting up in good terrain like Hills. Or the combat modifier should be scaled back to -10% or -15% compared to the current -33%.
Features:
-3F -3P -3G Fallout (a.k.a. the crater)
+2F Flood Plains
=1F =1P Forest (always 1F/1P regardless of underlying until chopped)
+1F -1P Jungle (turns into 1F 1P 0G Plains when chopped)
-1F Marsh (-33% combat)
+3F +1G Oasis (-33% combat)
- The manual says +2F for flood plains, but the game seems to only give out +1F. This should be reverted to give +2F for flood plains.
- Rivers are a special case feature. They give +1G to neighboring tiles.
Bonus Resources:
+1F Bananas
+1F Cattle
+1F Deer
+2F Fish
+1F Sheep
+1F Wheat
- Cattle, Sheep, Wheat should all be boosted to +2F.
- Fish should be boosted to +3F. The reason is that it's difficult to defend sea resources, so there should be a larger reward.
Luxury Resources:
+2G Cotton
+2G Dyes
+2G Furs
+3G Gems
+2G Gold
+2G Incense
+2G Ivory
+2G Marble
+2G Pearls
+2G Silk
+2G Silver
+2G Spices
+2G Sugar
+1F +1G Whales
+2G Wine
- Gold, Silver should be boosted to +3G instead of +2G.
- Furs should give +1F just like whales.
- Ivory should give +1P.
- Luxury resources should give +5 for the first one and +2 for additional not traded away (add +2/+1 for each map size larger then the small size). So +5/+2 for Small, +7/+3 for Standard, +9/+4 for Large and +11/+5 for Huge.
Strategic Resources:
+1P Aluminum
+1P Coal
+1P Horses
+1P Iron
+1P Oil
+1P Uranium
- Oil should give +1G in addition to +1P, with a bigger bonus if improved.
- Coal and Uranium should be +2P
- Horses should give +1F/+1P without being improved
- Strategic resources are useful right now, but not special. If they gave slightly bigger tile boosts, then they become even more interesting as something to fight over.
Resource Improvements
(nothing) Camp
(nothing) Fishing Boat
(nothing) Oil Well
(nothing) Pasture
(nothing) Plantation
(nothing) Quarry
- Oil well should boost an additional +2P and +2G
- Pasture should give +1F
- Plantation should boost +2G
- Quarry should boost +1P
- Fishing boat should give +1F
Tile improvements
+1P Lumber mill
+1P Mine
+2G Trading Post
+1F Farm
- Lumber mill should be +2P not +1P, otherwise putting up a trading post takes preference due to the power of gold in Civ5.
- Mine should be boosted to +2P to be competitive with trading posts
There's a lot of times right now where a trading post is the obvious choice, especially on forest plains where you can get either a measly +1P from lumber mill or +2G from a trading post. Farms could probably also be boosted to +2F - because you're going to be limited by your happiness cap anyway.