Luckmann
Esusian Epicure
I hate to impose Monkeyfinger. But is there any chance whatsoever that you could upload your CIV4PlotLSystem.xml? Call me lazy, call me ignorant or call me greedy, but I'm really not in the mood to go mucking about .xml's I've got no prior experience in today.Okay, so, bCutTree:0 works on farms, mines, and some misc improvements (like forts). It fails on the cottage line. Easiest thing to do is find the sections that contain them (farm sections are huge), cut and paste them to an empty text file, find/replace, then cut and paste the modifed sections to where you got the originals from.
To make the cottage line not destroy forests, you have to do the second kind of editing. I found that reducing fCenterCut to 25 for all of them and not touching any other variables worked fine.
Here are screenshots of a maturish elven empire with these modifications made. I played a settler game as Arendel for an hour or so and took these.
http://i174.photobucket.com/albums/w94/Monkeyflinger/forestmod1.jpg
http://i174.photobucket.com/albums/w94/Monkeyflinger/forestmod2.jpg
http://i174.photobucket.com/albums/w94/Monkeyflinger/forestmod3.jpg
Making windmills not cut = fail. Can't figure out how to do that one.
Throw it up, and I'll name my children after you. Or at least give one of them a Monkeyfinger nickname.
I think the rationale is penned down somewhere as it being attributed to building ON the trees, not beneath or around them. Improvements being 'strung up' in small tree villages.you cant have windmills in forests anyways. And if you can in the game, You shouldn't be able to. Its not really realistic. Trees are wind breakers. You will never find a windmill farm anywhere near a forest in real life.
However, perhaps coastal tiles should give windmills an extra hammer.
Think Lothlórien. Think Darnassus. Think Ewoks.