pineappledan
Deity
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:
Proposal:
Change the bottom 4 techs from this:
To this:
1. New Bonus Resource: Hardwood
Revealed at Mining
Spawns in Forest and Jungle (at the cost of some banana/Deer placements)
1
base
+1
when improved by Lumber Mill (contributes to 2 adjacency)
+1
From Workshop
2. Iron moves back to Iron Working
3. Forge/Siege Foundry moves from Iron working to Bronze Working
Cost reduced from 150
to 110
(consistent with T2 ancient buildings)
+1
+1
to mines. +2
to Mines on Resources
+1
to nearby Iron; +2
to nearby Copper
1 Engineer Slot
+2
to Engineers
4. Earth Mother Changed to God of Fire
+1
to Mines on Resources
+2
to Forges
5. Colossus moves from Metal Casting to Iron Working
Cost reduced from 250
to 200
(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.
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:
proposed numbers:
deer:
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
credits:
HungryForFood for the Hardwood Icons and design
Horem for the Hardwood model
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
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:
To this:
Spoiler details :
1. New Bonus Resource: Hardwood
Revealed at Mining
Spawns in Forest and Jungle (at the cost of some banana/Deer placements)
1

+1

+1


2. Iron moves back to Iron Working
3. Forge/Siege Foundry moves from Iron working to Bronze Working
Cost reduced from 150


+1

+1


+1



1 Engineer Slot
+2

4. Earth Mother Changed to God of Fire
+1


+2


5. Colossus moves from Metal Casting to Iron Working
Cost reduced from 250


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
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
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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