Ahriman
Tyrant
Its not, because not every tile gets worked.What I'm saying is I think the quantity of both tiles are roughly equal on most maps, which is why total gold income shouldn't be much different than the previous method. It's just a difference between favoring peninsulas (old method) or bays (new method).
In vanilla, coast tiles are never worked.
If you boost coast tiles (Peninsula method) then you have two decent options; medium strength land tile, medium strength water tile.
If you boost land tiles (bay method) then you have one weak option (the water tile, which never gets worked) and one strong option (the land tile, which always gets worked).
Situation A:
4x : 2f2g
is not the same as situation B:
2x 2f3g, 2x 2f1g.
Ok, but its very important to be careful what you mean here.I agree meaningful tradeoffs are important, and this is the one I'm working on: the relative success of builders vs warmongers.
Its not about "do I fight wars or not", its about "do I try to conquer enemy cities or not".
The difference between a builder vs warmonger is the builder has a relatively smaller, defensively oriented military. They're still going to have to fight wars defensively, and to prevent an enemy superpower from forming (which will then conquer and crush them eventually).
Whereas the conqueror goes out and captures cities.
It should never be a good strategy to try to ignore war, or to build a very small military.
And it should never be a good strategy to be able to basically ignore the other players. War, and the threat of war, is how the human interacts with the AIs. Its basically the only real challenge the AI poses to the player, and its the balancing of making sure you don't go overboard on infrastructure vs military that defines a successful builder strategy.
To use a Starcraft analogy; the possibility of a rush is what makes a teching strategy meaningful. If there's a "no rush" rule, then the game is less interesting and everyone can tech in peace.
Having said that, adding lots of gold to cities doesn't favor a Builder strategy over a Conqueror strategy. Lots of gold is good for everyone.
You've boosted Builder strats in the mod by boosting the value of infrastructure (ie buildings have larger yields, so they're relatively more valuable than in vanilla).
But I don't think tile yields particularly favor one or the other (Builder vs Conqueror); lots of gold just means that the warmonger can still have the key buildings they need, because they can just buy them with gold.
I agree that upgrade units hurts conquerors slightly more, which is why I'm fine with doing that.
My original argument was that the increase of the total level of gold in the game (most especially from the boost to coast-adjacent land tiles) doesn't favor builders over conquerors, and isn't good from a design perspective unless you make everything more expensive.