Wow, Universities are also a balance issue here imo. 2 science is a bit much since only a few civilizations have jungles within their borders. I think a balancing mod is in order. (One that doesn't give a lot boosts to other things).
Well... maybe not so much by the time you can actually build universities. By then, science from population should be an order of magnitude larger than those conditional bonuses. You have to actually work a lot of otherwise mediocre tiles to make it worthwhile (as well as keep them unimproved for a large chunk of the game). There should be a decent payoff for playing that strategy.
I would agree that 3
might be too high. The present food bonanza on jungle|hills is due to the underlying grassland (which the script allows). Since the hill itself does not modify yield when it has a feature (just like forest), you get the underlying terrain yield + jungle modifier. So it's 2+1=3
(grass) or 1+1=2
(plains), regardless of hills. Also -1
. Grassland is what would normally dominate the climate zone where jungles appear if not for Firaxis' deliberate conversion to plains . Actually, it seems flat jungle is still on plains with Communitas, so maybe Thal chose to experiment here by only allowing grass with the more rare jungle|hill. It would make some sense since hills are also the best tiles to clear in a
starved area.
Currently, I'm trying it with jungle
set to 0, but I think I'd like to see how it goes with jungle|grass on the flat tiles as well, given that reduction.
There's really a lot of interesting options here...
- Allow grassland under
all jungle (it will be naturally dominant) which looks much more realistic and provides a clear choice between early growth and delayed benefits. Alongside, reduce the food modifier to 0 or even -1 to accentuate the dilemma. Possibly allow a one time production boost from chopping.
- With the above condition and the -1 modifier, use bananas or even livestock (on clearings) to compensate. Most 'real life' tropical forest clearing is done for pastoral space.
- Keep jungle food yield very low, as above, but give grassland adjacent to unimproved jungle a boost when farmed. This would represent the positive effect that large swaths of rainforest have on surrounding farmland. Clearing of tropical forest has been found to actually lower crop yields in neighboring areas, so a boost for keeping it would be implicit.
- At some point in the game, boost trade route income for cities with adjacent, unimproved jungle. There are many rare, highly valued luxury goods not represented by game resources in these regions (animal products, rare earth, etc). Although trading posts fill that role currently, trade routes are more interesting, better representative of foreign interests and far less ugly
Overall, real tropical forest areas (especially rainforest) are food deficient areas with bizarre soil conditions. Firaxis tried to represent this and do some tile balancing by forcing the underlying terrain to low food plains. Science and culture benefits aside, I think there's room for improvement that doesn't permanently render equatorial terrain as barren plains.
The mod should already split the jungle science bonus to university and research lab (1 each). But we also shouldn't be having 3 food jungle hills (without opportunities added back in).
Wasn't aware of that split. It's a great idea, though I think substantially lowering food on all jungle would make players think twice about locking in those tiles.