Ancient Forests

Don't forget that in the late game, ancient forests also provide health and happiness (with the right civic). So that's food, health, and happiness, thus bigger cities and more specialists...
 
Normal forests also provide health and happiness with Guardian of Nature. And Commune with Nature, the tech that makes forest + lumbermill better than ancient forest, also enables druids so that you can get plenty of food due to vitalizing.
 
Lumber mills are probably disallowed from ancient forests for the same reason that ljosalfar can't build lumber mills at all- they don't fit for RP reasons. The treants that live in the ancient forests would probably get mad at you if you started cutting them up for building material (I know I would, if I were a treant).

So, how about putting in a special ancient-forest only improvement that mirrors the effect of the lumber mill? Call it, like, an "enchanted grove" or something and pretend that the added production comes from the forest spirits magically aiding your laborers. If the consensus is that the +1 food ancient forest bonus is too strong in conjunction with the production boost, perhaps the enchanted grove could even be given -1 food so that an ancient forest with an enchanted grove has the same yield as a forest with a lumber mill.
 
I agree with Ringedtailed, I think people are taking this wrong by thinking production = destruction of trees. Like he said it could be spirits helping, like treants helping to build. Hell I gaurantee you a fort will be built MUCH faster with treants helping =P Then again they are slow hehe.

Also, re-illiterating from before, could just be fallen treants from the war and their wood is twice as amazing then normal wood making it better for building. I mean there's a couple ways of looking at this.
 
Back
Top Bottom