Killtech
Discutator
i've read many complains form players about forests/jungles disappearing very early in the game. so i figured it is time to start a discussion about possible countermeasures.
some historical background first:
http://en.wikipedia.org/wiki/Deforestation#Historical_causes
as you can read massive deforestation is nearly as old as human kind and the new feature of burning forests down (no production bonus) from start on is historically confirmed. likewise the complete deforestation of large map areas in the early game. BUT: what the game does not feature is the natural regrowth of forests which is very strong indeed (after all in europe woods in the middle ages were widely cut down but after the plague and nearly 100 years forests claimed most of the land back.).
my first suggestion is:
note that in this scenario forest can only regrow in areas with low population (with few worked tiles).
my concept is a way to include this natural forest growth with respect to reality and gameplay. my intention is to put early civilizations into a struggle with nature and make a realistic landscapes: highly developed areas with a high population density will have every tile improved and no forests left.
one word on global warming:
EDIT: added the last point into the list.
some historical background first:
http://en.wikipedia.org/wiki/Deforestation#Historical_causes
as you can read massive deforestation is nearly as old as human kind and the new feature of burning forests down (no production bonus) from start on is historically confirmed. likewise the complete deforestation of large map areas in the early game. BUT: what the game does not feature is the natural regrowth of forests which is very strong indeed (after all in europe woods in the middle ages were widely cut down but after the plague and nearly 100 years forests claimed most of the land back.).
my first suggestion is:
- forest/jungle (depends on latitude) can grow naturally everywhere and do not require neighboring woods.
- all non forest specific improvements require clearing forest first (mines, cottages, farms, windmills, pastures, orchards, ...)
- forest can overgrow improvements that have not been worked for a time. such improvements are represented by forest+improvement and get a significant penalty if they are worked again (instead of +1 hammer bonus). thus they encourage to clear the forest again.
- chance for forests to randomly appear on a not worked tile without an improvement is about 5% per turn at game start and decreases proportionally with the time interval between two turns.
- the chance for forest spread with neighboring forest is at 10% per turn at the start.
- chance for woods to overgrow a not worked tile is 2.5% and only possible if there are neighboring woods plus the tile was not worked for a minimum amount of turns.
- bonus from cutting down forests is reduced.
- optimized worker AI which checks how many tiles a city can work before improving a tile and searching for cities that need improvements most.
- forest should be unable to spread to tiles after forest have been removed for a fixed amount of turns
note that in this scenario forest can only regrow in areas with low population (with few worked tiles).
my concept is a way to include this natural forest growth with respect to reality and gameplay. my intention is to put early civilizations into a struggle with nature and make a realistic landscapes: highly developed areas with a high population density will have every tile improved and no forests left.
one word on global warming:
- only pollution from cities with access to energy/coal/oil should be considered for this. preindustrial global warming doesn't make much sense.
EDIT: added the last point into the list.