That's too strong, no other terrain combination has 4 base yield away from rivers. Perhaps +1
with no
change at all. Although that's the same as Jungle, since they almost always appear on different base terrains the resulting yield would be different. Grasslands Jungle = 2/0/1, Plains Savannah = 1/1/1. I quite like that actually.
I take your point, but Wetlands are already 1/1/1. Maybe
they could be bumped up to 1/2/1? I don't think that's too strong for a relatively rare terrain feature that cannot be improved or cleared for a long time. Most everything can hit 4 yield with improvements, after all. (And I still support the increase to +0.40
. Players need some reason to keep Wetlands around until Nature Reserves arrive.)
I was actually considering lowering Flood Plains to 0.25
, it's not like Deserts have an overabundance of food that needs countering.
Hmm. I think Flood Plains should probably stay at 0.40
. They're already the most desirable terrain type and the only one with a net positive base food yield. Even counting the health penalty, it's 3 - 0.40 = 2.60
. Also, variety is always good.
The thing you're overlooking there is that those specialists are giving specific commerces such as wealth and research; these get multiplied by +X% wealth/research/etc modifiers but don't get multiplied by +X% commerce modifiers. Because of this, and the loss of flexibility, I generally consider the relationship to be 2
= 3
= 3
(approximately). I think Firaxis does too, I've seen it in a few places.
It's much harder to equate production and commerce, as it varies so much over the course of a game and by playstyle. Production is a probably a bit stronger overall than commerce, but its definitely not twice as strong. That said, I have no issue toning down the Workshop somewhat.
Raw commerce can more valuable than specific commerce such as beakers and gold; but BtS allows only one commerce multiplier, Bureaucracy, so this is rarely an issue. Even then, BtS Towns produce +1
, +7
at full strength. (That's the base yield, plus Printing Press and the Free Speech and Universal Suffrage civics.) Workshops, by contrast, top off at +4
. (Again, that's base yield, plus Guilds, Chemistry, and the Caste System and State Property civics.) That's a 2:1 ratio, and I wouldn't say that Towns are too strong compared to Workshops, not when they take 70 turns to mature and are so vulnerable to pillaging.
With its extended technology tree but similar unit and buildings costs, HR is even more one-sided. Simply put, if Workshops produced roughly the same hammers as Towns produced commerce, I would be tempted to replace all my Towns with Workshops in the Industrial Era. I would build Wealth and Research most of the time, of course, but I could easily switch to military, Wonders, or spaceship parts as the situation demanded. With a full set of production multipliers, I wouldn't need to build Banks, Observatories, and the like. All those hammers could go straight into Research or military.
That's why Workshops must be toned down. A 2:1 ratio is not necessary, but anything less than 3:2 is problematic, in my view.
There's a technical reason for these improvements being affected by both Railroads and Highways; each route has a designated 'level' to determine which can be built over which. Roads are set to 1, and Paved Roads are set to 2. I originally had Railroads and Highways both set to 3 but it turned out that this made it impossible to replace one with the other. The AI couldn't cope so I had to set Highways to 4 instead, and change all the improvements that get a bonus from Railroads to also get it from Highways. This fix is coming in 1.18.
Makes sense. That reminds me: "No gold cost for improvements" would make for an excellent leader trait or Wonder bonus. Is it possible to code?
Yeah I'll get rid of Desert Plantations, Desert civs can get their commerce from rivers and Quarries. As mentioned earlier the only Desert resource connected to Plantations is Incense so it's no great loss at all. Plantations on hills seems reasonable.
Given Deserts are now removed from the equation - should Plantations require irrigation?
I say 'No.' Plantations produce fairly little commerce so I don't see any reason to limit their spread.
I was wondering if we should add the Oil Well to the scheme. Your suggestion seems reasonable, perhaps Tundra should be added as well? Requiring irrigation won't work since Farms can't be built on Tundra and thus irrigation is not likely to make it near Ice tiles.
The
is a deterrent from spamming them though; perhaps we lower their yield a bit too. The discovery mechanic only triggers on tiles that are worked by a city so unmanned wells are going to be polluting your city for no real benefit.
Hmm. On second thought, I agree that the health penalty should be a sufficient deterrent. My only concern is that once players adopt Environmentalism, they will be free to build Wells everywhere. It makes no sense but that's the way the health mechanics work. In any case, I don't think we can lower the yield any further; so late in the game, even Quarries produce +2
, +1
, counting the Geology bonus. If you allow Wells on Tundra, you might consider a -1
penalty: it would weaken Tundra Wells without affecting Desert or Ice Wells. But even that might be overkill.
I did consider that, it's a bit tricky getting the art to work together. Perhaps something for the future. Sadly there's no performance-friendly way to allow Plantations next to Oases without making them buildable next to any fresh water.
Question: Does anyone think it would be useful to have more terrain features that provide fresh water, like Oases? A Glacier, perhaps, on Tundra or Ice tiles? I find that Lakes and Rivers aren't always well distributed.
I shifted Elephants since Camps can only be built on Tundra and Forests, neither of which are appropriate terrain for Elephants. Pastures on the other hand, can be built on Plains, Savannah, and Tundra - 2 of which are very appropriate for Elephants. I agree that Camps makes more sense than Pastures, but I felt this required less suspension of disbelief than Elephants only ever being discovered in colder climates.
In this case, we'll have to agree to disagree. Elephant Pastures sound far more implausible to me than Tundra Elephants.
What do you think of Peat being discovered in Nature Reserves? That would limit it to Forests, Jungles, and Wetlands. All told, I'd hate to leave such an important resource out.
FORTS
One last thing: Forts. I don't build them unless I need a canal or my Workers have nothing left to do. There must be a way to make them more interesting. Many mods feature Forts that upgrade over time,
without being worked. Typically, it works like this: Outpost --(30 turns)--> Keep --(50 turns)--> Fort
At each stage, the defense, visibility, and unit healing bonuses increase. All Forts act as cities for combat purposes (i.e.: the City Garrison and City Raider promotions apply) but only the final Fort acts as a canal. In some mods, fully developed Forts even provide bonuses to friendly units on adjacent tiles, like Radar Towers in Civilization III. Is that an option for HR?