(3-VT) Ancient & Classical Bottom Tech Shakeup

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pineappledan

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Last congress, we had a spirited debate about the placement of iron as a resource and the progression of the bottom tech tree more broadly.

Without getting too much into it, here are the problems cited with the bottom of the tech tree as it currently exists:
Spoiler Problems :

  • Mining is the only early ancient tech that doesn't reveal a resource
    • Early resource reveals are an easy way to get some more yields on the map, that help get your economy up.
    • Mining has some good stuff, but building early mines on hills still requires a worker, and so it's much slower than the quick boost that other techs provide
  • Iron is the only resource revealed in late ancient
    • This is awkward for a placement perspective, because 2nd tier ancient is roughly 2x the cost of 1st tier, meaning that the bottom tech tree's resource reveal is slow and heavily delayed
    • This has impact on the viability of the mining pantheon (Earth Mother), because its full compliment of boosts is slow to get going
  • Early ancient military rushing is difficult and has too many economic drawbacks
    • The Spearman doesn't carry bronze working enough to make bottom tech military rushing feel dangerous. You have to go all the way to iron for swords for a real combat edge
    • This classical rush is costly, because there is no infrastructure on Bronze, and the only source of :c5science:science to speed this path along is on improved iron, which is randomly placed, and unreliable
  • Iron, a Strategic Resource, is being relied on too heavily for economic progression
    • Because it is a strategic resource, Iron is distributed randomly on the map, unlike bonus resources which are planted purposefully near players' start locations to boost their economies.
    • Reliance on Iron as a tile resource makes the bottom tree very random as a result
    • Iron unlocking earlier than anything that uses it means that it is used as a trade commodity with no in-game purpose other than trade for the ultra-early game. Strategic resources shouldn't be divorced from their components like this.

Proposal:
Change the bottom 4 techs from this:

1672943332612.png

To this:
1672943362280.png

Spoiler details :

1. New Bonus Resource: Hardwood
Revealed at Mining
Spawns in Forest and Jungle (at the cost of some banana/Deer placements)
1:c5production: base
+1:c5production: when improved by Lumber Mill (contributes to 2 adjacency)
+1 :c5production: :c5gold: From Workshop

2. Iron moves back to Iron Working

3. Forge/Siege Foundry moves from Iron working to Bronze Working

Cost reduced from 150:c5production: to 110:c5production: (consistent with T2 ancient buildings)
+1:c5science:
+1:c5production: to mines. +2:c5production: to Mines on Resources
+1:c5production::c5gold: to nearby Iron; +2:c5gold: to nearby Copper
1 Engineer Slot
+2 :c5production: to Engineers

4. Earth Mother Changed to God of Fire
+1 :c5faith::c5culture: to Mines on Resources
+2 :c5production::c5faith: to Forges

5. Colossus moves from Metal Casting to Iron Working
Cost reduced from 250:c5production: to 200:c5production: (consistent with T1 classical)
Number of Policies Required lowered from 5 to 4 (consistent with T1 classical)

6. Metal Casting is getting Jungle Logging Camp consolidated into Forest Lumber Mill next version. No other change.

Spoiler Hardwood placement rules :

Hardwood is valid in: grassland/plains forest/jungle hills/flat
Hardwood is placed around production-poor starts in non-tundra forest or jungle. Another resource is chosen if the tile does not have jungle/forest already
After starts are finalized, bonus resources are placed on random tiles NOT within 3 tiles of civ/CS starts. Hardwood is placed based on the frequencies listed below.
Hardwood is not placed if feature is not jungle/forest already (unlike deer, which will place forest under itself after the resource is placed on the map).

precise current numbers (expressed as frequency of resource placement):
deer:
1/6 tundra forest (flat or hill)​
1/8 featureless tundra (converted to forest)​
1/25 non-tundra forest (flat or hill)​
1/15 jungle (flat or hill)​
banana:
1/15 flat jungle​
1/20 tropical marsh​

proposed numbers:
deer:

1/6 tundra forest (flat or hill)​
1/8 featureless tundra (converted to forest)​
1/25 non-tundra forest​
1/25 jungle hill​
banana:
1/20 flat jungle​
1/20 tropical marsh​
hardwood:
1/20 non-tundra forest,​
1/25 flat jungle​
1/15 jungle hill​

total resource frequency (New :: Old)
Tundra forest -- no change
Flat non-tundra forest -- 0.04 :: 0.09
Hilly forest -- 0.04 :: 0.09
Flat Jungle -- 0.133 :: 0.09
Hilly Jungle -- 0.667 :: 0.107

Spoiler Reasoning :

  • Mining gets a new bonus resource reveal that is thematically tied to the bottom of the tree (same tech as chop unlock), but isn't improvable until a later bottom tree tech
  • Adds a bit of :c5production: early to bottom tree rushers without adding too much, because the improvement is delayed
  • Bonus resources are placed more consistently and dependably than strategics
  • This also slightly weakens top tree players, because a new jungle resource will mean fewer Bananas and Deer for a Calendar/Plantation player. Also slightly reduces the overall ubiquity of plantation resources, which I consider a plus.
  • Strengthens Workshop by giving it a resource boost, and without bloating another resource boost onto another building that has 3+ of those already
  • This frees Iron up to be moved out of Ancient entirely, onto the tech that also unlocks a use for it and is more thematically consistent.
  • This removes the problem of an SR being revealed too early to do anything with it other than trade it.
  • Iron thematically stronger on Iron Working than Bronze. It’s in the name.
  • Forge moves forward to give that extra, reliable :c5science: for bottom-rushers
  • Moves the 1st Engineer slot contemporary with the 1st Merchant slot, which is consistent because these 2 are the, "common" yield specialists
  • Forging is thematically strong on Bronze Working, since bronze is an alloy of copper and tin, and therefore requires basic knowledge of metallurgy
  • 1 more ancient-era building means 1 more possible building for a Pantheon. Forge moving to Ancient era opens up design space to improve an existing pantheon (eg. Earth Mother)
  • Earth Mother/GoFire needs a bit more oomph, so this increases the power of the building bonus, but puts it later on Forges
  • Unstacks Earth Mother and God of All Creation, which currently both boost monuments.
  • The Colossus was built in 280 BC, which fits an early classical placement better.
  • Legend holds the Colossus was built from the melted down weapons of an invading army, so it thematically stronger if tied to the tech with a unit that requires iron.
  • Moving Colossus earlier fills a hole left in Iron Working by moving the Forge
  • Colossus is arguably a bit weak for a late-classical wonder, with power that is more comparable to Petra or Great Lighthouse on the other side of the tree. Could give bottom rushers some needed economic flexibility.
  • Metal Casting is getting a big boost next version, so doesn't really need compensation.

credits:
HungryForFood for the Hardwood Icons and design
Horem for the Hardwood model
 
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I have no concept of what information I would need to give you an answer to that... half?

I've never worked with resource placement before. I would need to consult someone who does know something about that.

Maybe with the addition of a real :c5production: resource in jungle, the addition of jungle deer is redundant with Bananas in jungle with this?
 
This is an elegant solution with a lot of answers to a lot of minor inconsistencies. :thumbsup:

Pushing Iron into Classical further distinguishes it from Horses, and gives both eras more of a soft-coded focus in terms of unit power spikes. I don't inherently see unlocking a SR ahead of its uses to be bad design -- it's a little bit of a comeback mechanic being able to sell resources to other players that are ahead of you. But in the case of Iron it seems just as reasonable to keep them together.

I'll defend my proposal for jungle deer: they allow for camps to produce :c5production: in the jungles, and that need would be lessened it's true, but they also provide improvement diversity and biodiversity as well, and the camp improvement comes online much sooner than lumber mills, even with the consolidation of lumber camps.

This is the post that described the process and numbers around resource spawning for food-poor starts, no idea if there's a section that works for production-poor starts as well:
The step that assigns random bonus resources specifically skips areas around starts, but the relevant numbers are: bananas are placed on 1/15 of flat jungle tiles; deer are placed on 1/15 of all jungle tiles (they are added to forests separately, and in much higher density). So starting with maybe 1/20 for bananas, deer, and hardwood could be a start.
 
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I don't see the need to push iron back, as there is a major optimization right now to revealing iron, and getting your iron mines going when iron working comes online to start making swords quickly. This is important because swords are such a late unit compared to a lot of what happens at this point in the game. This change will make swords take even longer to come online, which is not appealing.

I don't see the need for a new resource, what problem does this really solve other than "symmetry?"

The forge/colossus change is interesting, create a bit more incentive to commit to the south side of the tree. It also provides either north or south the ability to get a +1 TR, which is damn handy. I could get behind this.

The earth mother change should be separate from all of this, I don't like dumping a ton of different things into one proposal. That said, I like the change.
 
This change will make swords take even longer to come online, which is not appealing.
Vanillas Forges had a boost to unit production that VP has removed. I'm curious what the historical rationale for that is; it seems like it helps feed an early war plan if that's what you want, so pre-building the ability to rush swords would come from an earlier Forge unlock rather than the iron mines.
 
I don't see the need for a new resource, what problem does this really solve other than "symmetry?"
1. Having a 2nd tier tech in ancient is awkward for decisions re: pantheons
2. Bottom tech rush has no quick shot-in-the-arm boost from revealing an unimproved resource, but it’s also in a unique situation because the mine doesn’t need a resource. A lumber mill resource adds diversity without complicating early game decisions like a mine bonus resource would.
3. To solve the tech spacing issue, a previous proposal wanted to push iron earlier, which is too far from its application. If people feel that a 2nd tier resource is a bad idea then the best direction for iron to move is Back, to Iron Working.
4. The previous proposal basically wanted to use iron as a stopgap bonus resource, but that creates its own problems. For one thing, it made iron an early trade commodity with no value except the AI was willing to pay gold for something it also couldn't use. Iron is also not a bonus resource, and doesn't spawn in relation to player start positions like a bonus resource does, so trying to use it as a starter resource doesn't work, because it doesn't spawn in accordance to player start positions like a resource meant for that role should.
5. Stronger thematic tie with iron on iron working
The earth mother change should be separate from all of this, I don't like dumping a ton of different things into one proposal. That said, I like the change.
Can’t make forge a pantheon building unless it unlocks in ancient.
Can’t move forge earlier without moving iron back, otherwise there are two sources of early :c5science: on a single tech.
This change will make swords take even longer to come online, which is not appealing.
I’m not sympathetic to this view. The forge being earlier will bring a more reliable +1 :c5science: to cities sooner than the mine on iron was. Players should be able to reach iron working faster as a result. A dedicated sword rusher can pre-train a settler and settle on top of iron as soon as it is revealed if they are desperate to shave every turn they can.
 
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Fully pulling the hammer bonus off Engineers in Forges (without even replacing it anywhere else) feels like pork you're specifically putting in the bill to pass it under the radar, and it has basically nothing to do with the rest of it. I think the specialist discussion should be finished in the main forum and proposals to specifically address it holistically should be made, not this scattershot approach where we dicker over huge swings in individual specialists hidden inside of other huge bills.
 
Fine, I'll revert it.

I still think it's a crummy bonus though. Seemed like a perfectly reasonable thing to nerf the building if it's brought earlier.

If engineers are weak from the start the base engineer should be buffed. Otherwise this boost should go to Workshop. Putting a buff to a specialist on the first building with a slot for that specialist is ridiculous; literally just text for text's sake.
 
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I wouldn't mind making base Engineers +1:c5production: and moving the other +1:c5production: to another building, to keep the same total Engineer strength. Workshops feel a bit late for that to me but it would at least give them a little more value. But I think that would belong on a different proposal, or more likely some totally different thing would be on a bigger proposal dealing with all specialists.
 
This is the post that described the process and numbers around resource spawning for food-poor starts, no idea if there's a section that works for production-poor starts as well:
There is. Currently for production-poor starts, a random featureless tile is converted into forest. If Hardwood exists we can put one in an existing forest or jungle instead (still converts featureless tile into forest if no trees exist).
 
I have some issues with the points 2 and 3 in particular.

Iron reveal plays an important role in the builds of many militaristic civs, moving it to Iron Working creates a lot of problems for them. At Bronze Working, you have time to settle accordingly to prepare for Swordmen; at Iron working, you're basically praying that you settled in the right spots, and that the iron didn't happen to be in the third ring of the city's range. Just getting the iron inside your borders for Swordmen may require creating settlers on short notice or spending plenty of gold to purchase land.

Forging is thematically strong on Bronze Working, since bronze is an alloy of copper and tin, and therefore requires basic knowledge of metallurgy
Actually, bronze weapons were usually casted, rather than forged. Bronze has a low melting point and tends to soften when hammered, the opposite of steel's tendency to harden. Placing the Forge at Bronze Working doesn't make sense to how it was worked, it makes more sense at Iron Working.

It makes even less sense to place it before iron is revealed. Aside that it was iron that used to be forged, not bronze, the building has a good part of its usefulness tied to mines, with particular emphasis on iron mines. Without the Arena, this building would be relatively weak on any start in which you don't have a mine-based monopoly.
 
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In the case of bronze, the body would have been made by casting (and the alloy is easy to mix in a crucible), but edges probably would have been cold forged.

Regardless, forging techniques were already established and mature before iron smelting and hot-forging techniques were developed enough to make iron economically and militarily viable.
 
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The action of forging designates the working of metal by deformation. It can be done cold or hot. Men did not wait for the discovery of iron to forge objects and the work of bronze went through stages of melting and forging.

I find your proposal very elegant and balanced and I appreciate the introduction of Hardwood for the jungles. I would support the remark of @ma_kuh to return to a production bonus for military units (at least some) to launch the production of swordmen delayed by the discovery of iron and only Engineers +1 :c5production: production from @DeAnno in compensation.
 
The addition of Hardwood means Brazil and Maya are better avoiding Mining for as long as possible. Any bonus resource revealed on a forest/jungle tile prevents them from building their UI on that tile. Whether that's a good or bad thing is up to whether you like them having more viable tiles to build their UI.

2. Bottom tech rush has no quick shot-in-the-arm boost from revealing an unimproved resource, but it’s also in a unique situation because the mine doesn’t need a resource.
Hardwood lacking an improvement on Mining or Bronze Working also means it won't be that useful compared to other bonus resources, who provide at least +2 yield when improved. In this stage of the game, you don't have time to get a worker to improve mines on resource-less hills, they will be busy improving a lot of resources somewhere in the empire, or roads. Resource-less mines is more of a thing in late Classical, not Ancient.

Iron, a Strategic Resource, is being relied on too heavily for economic progression
  • Because it is a strategic resource, Iron is distributed randomly on the map, unlike bonus resources which are planted purposefully near players' start locations to boost their economies.
  • Reliance on Iron as a tile resource makes the bottom tree very random as a result
  • Iron unlocking earlier than anything that uses it means that it is used as a trade commodity with no in-game purpose other than trade for the ultra-early game. Strategic resources shouldn't be divorced from their components like this.
I think it misses the point. Iron is a strategic resource that has a big impact on militaristic civs, your warring capability is noticeably weaker from Classical to early Renaissance without it due to the subpar infantry. As such, these civs will try to secure it as soon as possible; merely having a future use in sight is in practice as big as having an immediate use for these civs. And trading iron away is not something that militaristic civs want to do (outside of having an UU that negates iron requirement), as that means having less of these strategic units later on, with how long these trade deals last. So, moving the iron reveal to Iron Working is very damaging for this playstyle, and I see no proper compensation for that.

It also misses why economic consideration was present in the older proposal. The point was that, for the cost of revealing iron, you could have revealed a lot of resources from about three techs, meaning that securing iron came at a noticeable opportunity cost. It wasn't about relying on iron as an economic engine.

I’m not sympathetic to this view. The forge being earlier will bring a more reliable +1 :c5science: to cities sooner than the mine on iron was. Players should be able to reach iron working faster as a result. A dedicated sword rusher can pre-train a settler and settle on top of iron as soon as it is revealed if they are desperate to shave every turn they can.
Forge isn't an extra source of science if iron reveal is moved to Iron Working, as iron mines provide science. It's at best replacing one source for another, and placing a production and maintenance cost on top of it. Forges are not maintenance free, and they won't have iron revealed nearby on which to add gold either with this move.
 
Really well thought out proposal, I like the hardwood only if it replaces deer and banana as there seems to be so much of them in the map, especially deer. Only complaint is that swordsman needs some kind of small buff if they come online later.
 
The addition of Hardwood means Brazil and Maya are better avoiding Mining for as long as possible. Any bonus resource revealed on a forest/jungle tile prevents them from building their UI on that tile. Whether that's a good or bad thing is up to whether you like them having more viable tiles to build their UI.
Both of those improvements are NoTwoAdjacent, which makes them fairly flexible to put around forest resources without disrupting your max placements. A notable concern, but something both civs and their placement requirements adequately deal with. Maya might want to avoid mining so they can place Kuna over hidden hardwood, but they can also do that this deer already. Brazil will probably want to avoid this, because their UI places a resource which would overwrite the hidden Hardwood. They could have had a stronger lumbermill improvement AND a brazilwood camp if they revealed them in time.
Hardwood lacking an improvement on Mining or Bronze Working also means it won't be that useful compared to other bonus resources, who provide at least +2 yield when improved. In this stage of the game, you don't have time to get a worker to improve mines on resource-less hills, they will be busy improving a lot of resources somewhere in the empire, or roads. Resource-less mines is more of a thing in late Classical, not Ancient.
Mining is the only ancient improvement unlock that doesn't require a resource, so an early mining resource would greatly swing the balance of the early techs in favor of the bottom tree.

The advantage of a lumber mill resource is that it DOESN'T rock the boat too much in this respect.
I have come to the conclusion that, if Hardwood were to be added, it would take over some of the resource placement frequency of both Deer and Bananas, but not swap 1:1. If Hardwood were to replace deer/banana placements then jungle and forest starts would be weaker overall, because camp and plantation resources are faster to deploy, and they both have resource and improvement bonuses from buildings in Ancient. Both have the options of further boosting with pantheons too.

If Hardwood is going to be balanced for forest and jungle starts, deer and banana frequency will have to be lowered a bit, but the number of resources in forest/jungle should be slightly increased overall.
I think it misses the point. Iron is a strategic resource that has a big impact on militaristic civs, your warring capability is noticeably weaker from Classical to early Renaissance without it due to the subpar infantry. As such, these civs will try to secure it as soon as possible; merely having a future use in sight is in practice as big as having an immediate use for these civs. And trading iron away is not something that militaristic civs want to do (outside of having an UU that negates iron requirement), as that means having less of these strategic units later on, with how long these trade deals last. So, moving the iron reveal to Iron Working is very damaging for this playstyle, and I see no proper compensation for that.
On the other hand, putting the resource reveal in iron working hides it from other civs for longer. A sword rusher has asymetric knowledge of iron deposits for a long time while he waits for non-militarist civs to take the bottom techs. He will know about iron later, but it's likely his settling window for iron will actually be bigger. Having the resource so close to the start of the tech tree at Bronze or -- heaven forbid -- Mining would have made it trivial for another civ that isn't invested in iron units to reveal iron and use it as a trade commodity while they focus on other techs.

As for "what if you don't have iron in Rennaissance?" That has a hell of a lot more to do with where the iron is than when it was revealed. A civ focusing on iron reveal for their military is helped at least as much as they are hindered in their quest to settle iron by this proposal. You will reveal it later, but so will everyone else, but the difference between a bottom tech civ and a top tech civ will be magnified w.r.t. the latter with this proposal.
Forge isn't an extra source of science if iron reveal is moved to Iron Working, as iron mines provide science. It's at best replacing one source for another, and placing a production and maintenance cost on top of it. Forges are not maintenance free, and they won't have iron revealed nearby on which to add gold either with this move.
It's not an extra source, but it's a more reliable source. replacing 1 source for another was exactly the intent: A guaranteed +1 :c5science: for all cities to replace the lottery of an iron reveal. I specifically made this proposal so that it does NOT add more science to the early game overall, so the overall pace of the game will not be disrupted. What this does is make the bottom tech line Safer.

And there is no need to emphasize the production cost (which is now lower) and maintenance on a building you were going to build in every city anyways. It takes turns to move a worker and build a mine on top of an iron source too.
 
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Only complaint is that swordsman needs some kind of small buff if they come online later.
Swords are the kings of classical era combat and they can be gotten in 5 techs with a good iron placement, or no iron placement if you are Iroquois. They have more than a full era to make their presence felt, and the closest thing to a counter against them -- CBows -- arrives 1 tier later and requires 13 tech unlocks. I will continue to stand by my assertion that swords are doing fine, and are more than a match for anything in their era, and that this proposal does little to hamper that.

In fact, the sword rush may even be more dangerous with this change, because the iron working is further modified by access to a decent :c5gold: gold wonder, and earlier forges that can set your empire-wide production up while you wait for the iron working tech unlock. You might find the later reveal of iron is more than made up for by the economic base that this new bottom line strengthens.
 
There's not a way to make hardwood count as double :c5production: from jungle/forest clearing right? Could the first clear remove the resource and the second one remove the feature? I ask because having hardwood act as a one-time resource for rushing a wonder or pushing out an army (for a rush or a defense) seems like an interesting design direction for this resource, tying it more closely to Mining/cutting techs. It even gives you a way to leverage a new settlement that would otherwise be slow to prop up.
 
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