Kael
Deity
Ravenshroud said:I was hoping it would give an alternative to land grabbing. Though it would not work for rivers, mountains, gold, gems, etc. Just for food resources mainly. So that they work more like they work in real agriculture.
If civilizations were stuck planting farms and raising cattle only where they found them, we'd all live in Canada, eh?
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Also upgraded farmers should be able to replicate famers and ranches. These are valid options for real civilizations.
I do see the AI issue of course.
Sure, growing crops in different regions are valid options for real civilizations but the fact that you have access to corn when you have that tile is just flavor.
You could say that the replication you are talking about already exists since one plot of corn is enough to provide corn to all of your cities. But the real answer is that the game isn't trying to simulate realistic crop functions.
Instead the bonus mechanic is just a way to easily simulate the fact that there are special pieces of land that are more productive than others. We could call it a grassland +2, but its more flavorful to say it has corn on it (even though from an agriculture standpoint that doesn't make much sense, what do you think is growing on all the rest of those non-bonus farms anyway?).
So we have the mechanic to make highly desired plots of all sorts, to reward expansion by the player and growth of the empire (as maintenance and the difficulty protecting a larger area punishes expansion and growth) and we wouldn't want to lessen the function of that mechanic.