@xyx: That sounds very interesting. I'll take a closer look.
Hey, good to see you posting! If you think the permanent protection is too strong an effect, maybe just make them more resistant to removal? In my mod and style of play, the game usually lasts until the modern or future era, with lots of hammers being produced. I will usually see 4 to 5 GW events per turn in the end game. This absolutely decimates remaining forests and there is no way to do anything about it.
You people usually make good points, so coming up with a response beyond just acknowledging that can take a while. Though I realize that a quick response is better than none.
Too strong - not in the sense that it would make players much more likely to bee-line to Biology (the makeshift home of Forest Preserve). I guess the absolute protection could seem a bit strange when indeed every non-preserved Forest disappears. Actually, the tag I added works as a protection probability, like a saving throw. If the probability is 100, then the help text will just say "Gives vegetation a higher chance to spread and protects it from Global Warming". For non-trivial probabilities, the ability is shown on a separate line. So, to avoid complexity, which is really my main gripe with the new ability, I'd prefer to keep it at 100. Hm ...
Considering that there is already too much deforestation through chopping, perhaps GW should, for the time being, only hit Forest and Jungle on Plains. Then I could (arguably) disable the new ability again and treat buffing Forest Preserve as a separate issue. On that note, I wish the forest growth ability was easier to fix. Requiring tiles to be unimproved is just a nonstarter. And the Forest should appear after a constant number of turns, not randomly. A health ability for improvements (mirroring Forest Preserve's current happiness ability) is ready to go for v0.97. So I could replace the happiness bonus with a health bonus (which is my eventual plan) or make it +1 happiness, +0.5 health (i.e. 1 health on a Forest, 0.25 on Jungle) for now. Or leave it alone (for now).
I for one am a fan of the uncapped city costs. It balanced the snowballing effect civs get if they grow too large pretty well, but could still maintain an advantage over smaller civs.
I also consider uncapped city costs an unalloyed good. If it's disproportionately punishing on large maps, maybe it's a good idea to scale the city costs according to map size, or keep the costs for the first n cities the same and then reduce the cost of all cities after n based on map size, instead of cutting them off completely.
The map-size adjustment could probably be improved a bit; I'll lay out some formulas below. And the cap, if any, could also be soft cap. Not so simple conceptually, but then, maintenance costs aren't really transparent anyway. Or one could always take the city count to the power of, say, 0.9 and times a normalization factor to get from a growth rate of n^2 down to n^1.9.
For reference, the number-of-cities maintenance of a given city is computed as the product of:
* Owner's city count. Vassal cities also count (only half in K-Mod/AdvCiv).
* Population factor: (Population + 17) / 18, i.e. it starts at 1.0 and reaches 2.0 at size 19.
* Owner handicap factor: Between 40% (Settler) and 100% (Deity)
* World size factor: Originally between 45% (Duel) and 20% Huge. (40%/25% in AdvCiv because the mod assumes 16 players on Huge maps, not just 11.)
So, let's let k be the constant factor from handicap and world size, e.g. 0.9*0.25 on Emperor/ Huge, let n be the owner's city count and refer to the population size of city i as p_i. Then the owner's total expenses for number-of-cities maintenance are
k * n * ((p_1 + 17)/18 + (p_2 + 17)/18 + ... + (p_n + 17)/18)
Get rid of the divisors by redefining the constant to c:=k/18:
= c * n * ((p_1 + 17) + ... + (p_n + 17))
Let P be the total population:
= c * n * (17 * n + P)
Let m=P/n be the mean population per city:
= c * (17 + m) * n^2
What fundamentally bothers me about this is, first, that the population distribution doesn't matter; apart from Courthouses (which eventually will become worthwhile everywhere), it might as well be a national cost paid for the number of cities and total population (like civic upkeep). Secondly, n-square will at
some point make additional cities strictly undesirable. One can argue that managing exploding costs should be part of the challenge of winning a military victory, but, if that means razing half of the conquered cities, then it's not a good challenge. And, intuitively, I don't like how n-square brings to mind
communication costs, suggesting that every city interacts equally with every other city – as if there were no hierarchical organization.
As for the map-size adjustment, I'd say it should depend on how many cities a player (or specifically a human player) typically owns or is supposed to own. So it might be better to adjust not only to the map size, but also to the initial player count and sea level, i.e. the crowdedness of the map. But that won't solve the problem that typical city counts on Huge maps will differ greatly depending on the player's victory strategy. For Culture and Space, it might be typical to conquer one or two other civs (I don't think that depends much on the map size), which might mean owning less than 20% of the land area, whereas Domination always requires at least 51%. I'm pretty sure that Domination (or Conquest) isn't the easiest or safest way to win on Huge maps, but it can be the fastest, so it can't be treated as an aberration. Also, Diplo victory is arguably not all that difficult on Huge maps and will typically imply owning more than 20% of the world's cities. Currently, the maintenance multiplier on Huge maps is about 80% of the multiplier on Standard-size maps. In BtS, that ratio is 67%. (But BtS also has a default player count of only 11 and Huge maps are 8.6% larger than in AdvCiv.) Perhaps 80% is geared too much toward peaceful victories; maybe 75% would be a better baseline – to be adjusted to initial player count and sea level.