First here is a link to a much older thread, if anything there is still relevant.
Improvement likely need a balance review, many improvements have not much use, and that ought to change. (See the cottage line in the old thread)
Some ideas are to make better upgrade chains, and make certain improvements useful and/or necessary by making some buildings require said improvements in the city vicinity. (However does such a tag for buildings exist yet?)
There were some of the idea I had posted recently, just re-posting here for reference.
Desert Windmill (improvement) should be renamed to Modern Windmill and be an upgrade from the prior Windmill improvement. (use this switch to de-emphasize food and emphasize commerce/power/production)
Hydro Dam (improvement, new graphics/model required) should be an upgrade from the prior Watermill improvement. (use this switch to de-emphasize food and emphasize commerce/power/production)
Wind Farm should require Modern Windmill or Windtrap in the City Vicinity to be built.
Solar Power Plant(s) should require Solar Panels (improvement) in the City Vicinity to be built.
Hydro Plant should require Hydro Dam (improvement) in the City Vicinity to be built, and drop the river access requirement (the hydro dam improvement already requires a river)
Some more immediate suggestions:
Olive Gathering Camp, Olive Picking Camp, and Olive Orchard should be eliminated and replaced with the Orchard improvement line.
Jade should use a Quarry instead of a mine.
Guava should use Orchard improvements for access instead of plantation.
Rubber and Resin might need some kind of separate improvement if there is a desire to preserve the underlying forests/jungle they spawn on without using an Orchard line. While Orchard keep forests and such, their tech yield bonus are split between food and commerce, while neither Rubber nor Resin are edible. Plantations almost entirely boost commerce via tech bonuses, though I could argue Rubber and Resin might better serve splitting production and commerce on its tech bonus yields. (Plantation boost Food w/ Artificial Evolution, odd.)
Potentially open up Quarry for building w/out requiring a bonus underneath on Rocky Terrain and Rock formation features. These could make it easier to allow Quarry based bonus spawn chances
Review all bonus spawn chances on various improvements, several of the ones on Jungle Camp are outdated and make little sense to me. (the mineral ones)
Other improvements similar to Jungle Camp might be consider to allow spawning chances of various flora resources that are impossible to get via random spawning.
Thoughts on the above or other ideas?
Improvement likely need a balance review, many improvements have not much use, and that ought to change. (See the cottage line in the old thread)
Some ideas are to make better upgrade chains, and make certain improvements useful and/or necessary by making some buildings require said improvements in the city vicinity. (However does such a tag for buildings exist yet?)
There were some of the idea I had posted recently, just re-posting here for reference.
Desert Windmill (improvement) should be renamed to Modern Windmill and be an upgrade from the prior Windmill improvement. (use this switch to de-emphasize food and emphasize commerce/power/production)
Hydro Dam (improvement, new graphics/model required) should be an upgrade from the prior Watermill improvement. (use this switch to de-emphasize food and emphasize commerce/power/production)
Wind Farm should require Modern Windmill or Windtrap in the City Vicinity to be built.
Solar Power Plant(s) should require Solar Panels (improvement) in the City Vicinity to be built.
Hydro Plant should require Hydro Dam (improvement) in the City Vicinity to be built, and drop the river access requirement (the hydro dam improvement already requires a river)
Some more immediate suggestions:
Olive Gathering Camp, Olive Picking Camp, and Olive Orchard should be eliminated and replaced with the Orchard improvement line.
Jade should use a Quarry instead of a mine.
Guava should use Orchard improvements for access instead of plantation.
Rubber and Resin might need some kind of separate improvement if there is a desire to preserve the underlying forests/jungle they spawn on without using an Orchard line. While Orchard keep forests and such, their tech yield bonus are split between food and commerce, while neither Rubber nor Resin are edible. Plantations almost entirely boost commerce via tech bonuses, though I could argue Rubber and Resin might better serve splitting production and commerce on its tech bonus yields. (Plantation boost Food w/ Artificial Evolution, odd.)
Potentially open up Quarry for building w/out requiring a bonus underneath on Rocky Terrain and Rock formation features. These could make it easier to allow Quarry based bonus spawn chances
Review all bonus spawn chances on various improvements, several of the ones on Jungle Camp are outdated and make little sense to me. (the mineral ones)
Other improvements similar to Jungle Camp might be consider to allow spawning chances of various flora resources that are impossible to get via random spawning.
Thoughts on the above or other ideas?