Iceciro
Special Ability: Decimate
My comment: If you're going to change things, that's fine - though I like the idea of say, Farms actually doing something before late game. My current run-through, you can see the areas I settled versus the areas the AI settled because they have farms and I do not.
Trade Posts could make a good middle-of-the-road improvement, in my opinion, increasing commerce (slower and to a lower maximum than Cottages) without consuming food like the cottage proposal here does. And an irrigated farm needs to provide at least 2 food, flat, for it to be worth much of anything, ESPECIALLY if the farm reduces hammers too. A growing city is great, but a tile that just provides two food does nothing but support a citizen, which doesn't actually help production or commerce.
The real issue with Flood Plains isn't that they're too strong - you should try to found cities on them in ancient times for a reason. The problem is that they are too COMMON. Not every tile next to a river needs to be a flood plain.
On Windmills and Watermills: Why, oh why, do they stop producing as much food and being very effective middle-of-the-road improvements at electricity? If I wanted an industrial improvement I would BUILD INDUSTRY. I hate that the entire purpose for the things changes around when you pick up a tech. That should actually be used as a blueprint from the changes. An improvement's purpose should not change as you go up through the tech tree.
To be honest I'm not sure how I feel about everything subtracting hammers/food. For example, it's now just as good to put a cottage on plains as it is on grassland, because eventually the cottage will grow to a level where it will eat all the food on either. Grasslands should still be prime property to slap things down.
EDIT: And all of this needs to be a module.
Trade Posts could make a good middle-of-the-road improvement, in my opinion, increasing commerce (slower and to a lower maximum than Cottages) without consuming food like the cottage proposal here does. And an irrigated farm needs to provide at least 2 food, flat, for it to be worth much of anything, ESPECIALLY if the farm reduces hammers too. A growing city is great, but a tile that just provides two food does nothing but support a citizen, which doesn't actually help production or commerce.
The real issue with Flood Plains isn't that they're too strong - you should try to found cities on them in ancient times for a reason. The problem is that they are too COMMON. Not every tile next to a river needs to be a flood plain.
On Windmills and Watermills: Why, oh why, do they stop producing as much food and being very effective middle-of-the-road improvements at electricity? If I wanted an industrial improvement I would BUILD INDUSTRY. I hate that the entire purpose for the things changes around when you pick up a tech. That should actually be used as a blueprint from the changes. An improvement's purpose should not change as you go up through the tech tree.
To be honest I'm not sure how I feel about everything subtracting hammers/food. For example, it's now just as good to put a cottage on plains as it is on grassland, because eventually the cottage will grow to a level where it will eat all the food on either. Grasslands should still be prime property to slap things down.
EDIT: And all of this needs to be a module.
