Afforess
The White Wizard
Proposed Changes:
Flood Plains:
First off, Flood Plains are the biggest unbalancing feature of them all. They appear commonly and give a huge bonus of 3 food. I plan on changing that to only a 2 food bonus, and changing the unhealthiness from 0.4 each, to 1.0 each. So, in the early game, it's only a net of 1 food, but as health improves, it will give 2.
New Worker Actions:
Burn Forest
Removes Forest (No Hammers)
Burn Jungle
Removes Jungle (No Hammers)
In addition, cottages and trading posts will need players to remove the jungle or forests before they can be built. Players will be able to remove forests and jungles, but with no hammers at the beginning of the game, but with bronze working, players will be able to remove forest and receive hammers.
Other Planned Changes:
Feedback would be appreciated.
Flood Plains:
First off, Flood Plains are the biggest unbalancing feature of them all. They appear commonly and give a huge bonus of 3 food. I plan on changing that to only a 2 food bonus, and changing the unhealthiness from 0.4 each, to 1.0 each. So, in the early game, it's only a net of 1 food, but as health improves, it will give 2.
New Worker Actions:
Burn Forest
Removes Forest (No Hammers)
Burn Jungle
Removes Jungle (No Hammers)
In addition, cottages and trading posts will need players to remove the jungle or forests before they can be built. Players will be able to remove forests and jungles, but with no hammers at the beginning of the game, but with bronze working, players will be able to remove forest and receive hammers.
Other Planned Changes:
http://spreadsheets.google.com/ccc?key=0ArGEV8QiVgM6dFFNMndKMEtnbGZWNWZGalZfT2VtckE&hl=en
see above link for spreadsheet of new improvement yeild values
The goal here overall was to categorize all the improvements into a few distinct categories:
Food Chain
Commerce Chain
Industry Chain
Forest/Jungle Chain
Mine Chain
Town Chain
Watermill Chain
Windmill Chain
The Food, Commerce, and Industry Chain specialize in the three yeild types. These must be built on flat lands and don't let you keep forests.
The Forest/Jungle and (low tech) Wind/Watermill improvements provide alternative when your surrounded by forests and want to keep them. Their yields won't be as good as the specialty improvements.
The Mine chain is an alternative to the Industry chain when you have more hills than flat land and/or have resources that require mines. Their Late game production yeild will not be as good as the industry chain yields
The late game water/windmill improvements are designed to allow the building of specialized clean power plants in your cities. And move away from traditional (low tech) minor food bonus to commerce bonus. However these will will not provide yields as good as the specialty improvements.
The Town chains purpose is to get them to grow up to a town, at which point in time, you can gain a free specialist, with certain specific building. The Town chain provides weak yeild gains compared to the specialty improvements.
Additional Things of note:
New and changed buildings:
Town Hall: Requires City Planning
Grants 1 Free specialist per town in city vicinity
Hydro Plant: Requires Civil Engineering and Electricity
Requires Hydro Dam in city vicinity, provides power
Wind Farm: Requires Ecology
Requires Wind Turbine in city vicinity, provides power
Three Gorges Dam: Requires X Hydro Plants
Requires Hydro Dam in city vicinity, provides power, +1 Commerce, +1 Production for all Hydro Dams
Other changes
Orchards can be built without a resource
Apple Orchard and Olive Orchard are combined into single Orchard Improvement
Lemons get moved to Orchard improvement instead of Plantation
% Chance of discovering Olive, Apple, Lemon on an Orchard much like finding a farm resource.
Wind Turbine & Hydro Dam are new improvements. Wind Turbine (Graphic-wise) is the Desert windmill. Desert Windmill and Wind Trap are removed.
Some of the intermediary Industrial improvements are removed.
Improvements which only exists for specific resources are not altered (Plantations, Silk Farm, etc.)
[Afforess Note: Edited]Industry, Mines and Trade centers etc. can grow into the next improvement up their chain only when the correct tech is researched.
The chart provides details for improvement yeilds and bonuses gained from techs and routes. I do not address Civic bonuses here.
Civic bonuses should give minor bonus to various improvements according to the flavor of the civic. However a civic bonus should NEVER tip the balance and make any improvement's food/commerce/hammer yield production better than the improvement which specializes in that yeild type.
Feedback would be appreciated.