re-improvements :
improvement costs increase was chosen so that improvement "choice" has even more meaning than in vanilla FFH (and civ BTS).
The real aim was to have a more fantasy-like map :
not many huge cities,
clutches of improved lands separated by untamed lands.. even in civilized country.
some random ideas I thought that might give ideas on how to replace the "ever-increasing cost" or change it a bit (each idea is stand-alone ; was not evaluated in terms of coding/ cpu ; can be combined).
1): improvement cost decreases with duration of occupation /culture value of the tile: there is less danger to cut a forest just near the 300years old capitol than on the wilds
in the same way, old improvements cost have less impact on the "overall improvement cost increase"
2) why not have bonus from un-improved land ?
now you always hesitate when cutting a forest due to the risk of losing a .
what if each un-improved land had an effect ? and you loses that effect when putting an improvement on that tile : but not for 0/0/0/0/0/0 tiles (mountains et non-ressource-non-hill desert)
-reduce starting happy, but give 1/3 happy per un-improved tile ? it would push early cities but for latecities, the effect will be negligible.
-give +2-3% production per unimproved tile: it will boost early production by 12-60%... but only if you don't have any improved tile at all : your citizen are invested by the "pioneering spirit".
-have each unimproved hill give +1stone to quarries
-each unimproved forest give +1lumber to lumbermill
-each unimproved marsh/wetland give +1herbs to plantation
-each unimproved wetland gives +1F to farms
-each unimproved tundra gives +1leather to camps
or maybe only to the nearby improvements? unimproved forest give +1lumber to lumber mill touching the tile ?
3) have some improvement/tiles limit the number of improvement around them:
once upon a time ( )ancient temples, witch hut, and mana source forbid constructions of improvement around them. it was a bit harsh.
but what about having them reduce the number of improvements around ?
mana nodes, volcanos, temple, witch hut, mana source, unique features ...Etc reduce the number of improvements around them.. (only 4 on the 8 nearby tiles) or raises the cost a lot.
4) normal improvements can only be built on ressources and tiles surrounding a city... (first ring of BFC)
then later, river tiles allow for building improvements even if not near city. maybe villages-towns (but not hamlet) also allow to build improvements in nearby tiles (maybe also trade centers (maximum of trade-post line)
then, later, windmills, water mills, water-hole and forts can be built everywhere.
then, forts (and maybe waterholes) allow to build improvements in their surrounding tiles.
maybe a district-level building would allow improvements on all tiles ?
maybe some wonders/buildings changes that (XX's workshops allow workshops anywhere ..Etc) deep-mine allow mines even if not near cities ...Etc
sawmill (or enchanted sawmill?) allow lumbermills in forest not near cities.
hunter guild allows camps in tundra not near city
(all of those things would be too much if taken together, but a combination of some might work well)
all this would mean that you would have fewer improvements on the map, at least until mid-late game.... and it would impose the use of villages/forts/waterwell (that I almost never use) and boost the interest of windmills/watermills
5) have ruins and lairs/dungeons act like "ancient towers" : reducing the number of allowed improvements: when they are pillaged, they cannot be covered by another improvement unless there is a certain time spent, or a certain ritual, or culture cost or it increases by 2-4 the improvement cost.
improvement costs increase was chosen so that improvement "choice" has even more meaning than in vanilla FFH (and civ BTS).
The real aim was to have a more fantasy-like map :
not many huge cities,
clutches of improved lands separated by untamed lands.. even in civilized country.
some random ideas I thought that might give ideas on how to replace the "ever-increasing cost" or change it a bit (each idea is stand-alone ; was not evaluated in terms of coding/ cpu ; can be combined).
1): improvement cost decreases with duration of occupation /culture value of the tile: there is less danger to cut a forest just near the 300years old capitol than on the wilds
in the same way, old improvements cost have less impact on the "overall improvement cost increase"
2) why not have bonus from un-improved land ?
now you always hesitate when cutting a forest due to the risk of losing a .
what if each un-improved land had an effect ? and you loses that effect when putting an improvement on that tile : but not for 0/0/0/0/0/0 tiles (mountains et non-ressource-non-hill desert)
-reduce starting happy, but give 1/3 happy per un-improved tile ? it would push early cities but for latecities, the effect will be negligible.
-give +2-3% production per unimproved tile: it will boost early production by 12-60%... but only if you don't have any improved tile at all : your citizen are invested by the "pioneering spirit".
-have each unimproved hill give +1stone to quarries
-each unimproved forest give +1lumber to lumbermill
-each unimproved marsh/wetland give +1herbs to plantation
-each unimproved wetland gives +1F to farms
-each unimproved tundra gives +1leather to camps
or maybe only to the nearby improvements? unimproved forest give +1lumber to lumber mill touching the tile ?
3) have some improvement/tiles limit the number of improvement around them:
once upon a time ( )ancient temples, witch hut, and mana source forbid constructions of improvement around them. it was a bit harsh.
but what about having them reduce the number of improvements around ?
mana nodes, volcanos, temple, witch hut, mana source, unique features ...Etc reduce the number of improvements around them.. (only 4 on the 8 nearby tiles) or raises the cost a lot.
4) normal improvements can only be built on ressources and tiles surrounding a city... (first ring of BFC)
then later, river tiles allow for building improvements even if not near city. maybe villages-towns (but not hamlet) also allow to build improvements in nearby tiles (maybe also trade centers (maximum of trade-post line)
then, later, windmills, water mills, water-hole and forts can be built everywhere.
then, forts (and maybe waterholes) allow to build improvements in their surrounding tiles.
maybe a district-level building would allow improvements on all tiles ?
maybe some wonders/buildings changes that (XX's workshops allow workshops anywhere ..Etc) deep-mine allow mines even if not near cities ...Etc
sawmill (or enchanted sawmill?) allow lumbermills in forest not near cities.
hunter guild allows camps in tundra not near city
(all of those things would be too much if taken together, but a combination of some might work well)
all this would mean that you would have fewer improvements on the map, at least until mid-late game.... and it would impose the use of villages/forts/waterwell (that I almost never use) and boost the interest of windmills/watermills
5) have ruins and lairs/dungeons act like "ancient towers" : reducing the number of allowed improvements: when they are pillaged, they cannot be covered by another improvement unless there is a certain time spent, or a certain ritual, or culture cost or it increases by 2-4 the improvement cost.