[DLL] (9-NS) Dutch Polder yield change and water build requirements

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stormfallen

Warlord
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Mar 24, 2013
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Current Polder:
  • Unlocks at Guilds
  • Land: requires marsh
  • Water: requires at least three adjacent land tiles
  • 1 :c5food: Food, 2 :c5production: Production, 2 :c5gold: Gold
  • +1 :c5culture: Culture at Chemistry
  • +1 :c5production: Production, 2 :c5gold: Gold at Economics

Proposed water Polder (changed bolded, removals struckthrough):
  • Unlocks at Guilds
  • Land: requires marsh
  • Water: requires one of the following:
    • At least three adjacent land tiles
    • At least two adjacent land tiles AND at least one Polder
    • At least one adjacent land tile AND at least two Polders
    • (Land Polders on the coast shouldn't count their tile as two tiles for adjacency requirements)
  • 1
    :c5food:
    Food, 2
    :c5production:
    Production, 2
    :c5gold:
    Gold
  • +1
    :c5culture:
    Culture at Chemistry
  • +1 :c5culture: Culture, 1
    :c5gold:
    Gold
    at Economics
  • +1
    :c5production:
    Production,
    :c5gold:
    Gold at Corporations

Polders are rather hard to build on many maps. If they're gonna act like pesudo-land tiles, we might as well let them be pseudo-land tiles for themselves. 3-Polder adjacency not included as that could probably get a little too silly, though if someone wants to modmod it to try that'd be cool.
Chemistry isn't even a tech that requires Guilds, it's weird to have a Polder boost there. I'm also not a fan of having the unlock and both tech boosts be within three tech tiers of each other. The Netherlands could probably use a bit of a nerf (though really we should get rid of their turn 1 culture), and pushing the production and gold back is a light tap.
 
Just noting that effectively this will allow them to eventually be built on all Coast tiles, except the last 3 tiles of (at least) 2-tile-long land appendixes. Given that you have 3 land tiles to build the first one. Land tiles with 3 adjacent Water tiles ("edges") will stop the spread in one direction.
 
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Having a mixed adjacency prerequisite like this is a big lift.
I would rather explore Polder's other build requirement -- marshes -- for how we might get more of them on the field.
 
I think we should just allow them on resources instead.
 
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