World map type on giant size with 18 players seems to hang at the loading screen on the initialization phase. Forces me to force quit, so no error message. I'm running on a mac version.
On that size give it up to 15 minutes to generateWorld map type on giant size with 18 players seems to hang at the loading screen on the initialization phase. Forces me to force quit, so no error message. I'm running on a mac version.
I've found a very interesting and complex mapscript tool that, among many other functions, would allow me to add Marsh and/or Deep Ocean terrain to HR. However it has another feature that could potentially be very useful: I could use it to add an option to relevant mapscripts (like Archipelago) that allows coastal waters to extend more than one tile out from the land. This strikes me as more as a much simpler and more elegant option than adding a whole new new ocean terrain type, especially as it can be switched on or off as the player prefers. What does everyone think?
Also, does anyone have any particular thoughts on whether marsh/wetlands would be a good addition?
The "pollution" effect on mines and workshops not only reduces city health but also removes the river commerce bonus from the tile in question.
I don't think this was intended; and it further weakens mine and workshops. Could you restore the river commerce?
I agree that extending coastal waters is more elegant than introducing a new Deep Ocean terrain type. I think a random setting of 1-3 coastal tiles would be best.
Would Marsh be a base terrain type? Or would it be a terrain feature, like Forest, that could be removed (Drained instead of Chopped)? Either way, I'm not sure players would appreciate another weak terrain type like Tundra or another annoying terrain feature like Jungle. Still, it could create interesting game dynamics: regions with Marsh might remain unsettled until medieval times.
Grass/Forest: 2/1/0, +0.5 health
Plains/Forest: 1/2/0, +0.5 health
Grass/Jungle: 2/0/1, +1 commerce with River
Plains/Jungle: 1/1/1, +1 commerce with River
Grass/Marsh: 1/0/0, -0.4 health
Plains/Marsh: 0/1/0, -0.4 health
In other words,
Forests would add +1 hammer and +0.5 health to the base terrain (as they do now);
Jungles would add +1 commerce and a further +1 commerce on Rivers; and
Marshes would subtract -1 food and -0.4 health (as Jungles do now).
1) Make Forests also cause -1 food
2) Remove the food penalty from Jungles
3) Give Jungles +1 production like the forest
4) Give Jungles +1 commerce to distinguish them from Forests
5) Give Jungles (and Forest?) +1 commerce on Rivers
I've found a very interesting and complex mapscript tool that, among many other functions, would allow me to add Marsh and/or Deep Ocean terrain to HR. However it has another feature that could potentially be very useful: I could use it to add an option to relevant mapscripts (like Archipelago) that allows coastal waters to extend more than one tile out from the land. This strikes me as more as a much simpler and more elegant option than adding a whole new new ocean terrain type, especially as it can be switched on or off as the player prefers. What does everyone think?
In particular, Howard, do you think this would be a good solution for the Archipelago games you enjoy? How many extra tiles of coastal water (on average) do you think would be ideal? It looks like I could set it as a consistent amount (e.g, coast is always 2 tiles thick around land) or I could make it somewhat random (e.g coast is 1-3 tiles thick around land).
Also, does anyone have any particular thoughts on whether marsh/wetlands would be a good addition?
I play on huge maps.
On small maps, having extra coastal tiles might be problematic.
On huge maps having one or two extra would work.
There could be random number of sea tiles extending off of each coastal tile. Would need to try it to see how it works, but on a huge map 1 to 3 sounds about right.
If there is some way to make cultural boundaries not extend into seas and oceans until the appropriate tech, so much the better.
The above progression makes some sense both from a historical standpoint and a game standpoint.
If this is possible, I think it is worth putting in the effort to do it as above.
I might be able to make it scale with mapsize. At the very least I can make the number or range of coastal tiles player selectable when they set up the map.
I can definitely do a random number of coastal tiles not yet sure about sea/deep ocean.
There is no way to change how cultural borders behave on water, I'm not sure but I think it's not possible even with the SDK. At the moment I don't yet know how they'll behave with extended coastal waters or seas/deep ocean.
It should be possible but I don't know if it's within my skill yet. It's a lot more challenging technically that extended coastal waters but I will certainly experiment and see what's possible. The hardest part is going to be finding/making suitable textures, it's already quite hard to visually distinguish coast and ocean without the land as guide. I don't want it to look too 'fake' either. I have an idea though, I'll hopefully get some time to experiment later this week.
There's is one disadvantage to going with seas/deep ocean though; while extended coastal waters can be made optional and selectable by the player, seas/deep ocean cannot.
All in all I'll try out both options and see what the technical challenges are and then we can go from there.
Pollution: I can't think of any terrain type other than Ice that doesn't naturally provide river commerce so I would go ahead with the Pollution fix. (Frankly, with the pollution health penalty, it's not worthwhile to build mines and workshops on Ice and Tundra anyway. You are better served hiring a specialist.)
Redistribution: As others have mentioned, that -25% GPP penalty is harsh. With all the other changes in 0.9.4 (pollution on Mines, no Camps on hills, improved Free Market and Bureaucracy civics), I no longer think it is necessary. No matter the other changes you make, I suggest you remove it.
Forest and Jungle:
1. A food penalty on Forests is a bad idea. Food is the lifeblood of Civilization. It is the source of everything else: research, production, gold, and culture. Jungles are chopped precisely to eliminate that -1 food penalty. If you reduce Forests to 1/1/0 tiles, then they will also be ruthlessly cut down: 2/1/1 Redistribution Camps can't compete with 3/1/0 (and later 4/1/0) Agrarian Farms.
2. Forests and Jungles don't provide river commerce in BtS so as to encourage players to clear riverside tiles first. It makes for a better model of historical agricultural practice. If you do not apply a food penalty to Forests (as I suggest), then you should leave the river commerce out. 2/1/1 River Forest tiles would be too strong.
3. Jungles are a different story. I would certainly remove the food penalty and add a commerce bonus to distinguish them from Forests. (The rationale? Forests = lumber = production. Jungles = rare metals and medicinal plants = commerce.) If you prefer to keep a health penalty, then I would increase it from -0.4 to -0.5; and add the river commerce bonus to keep it balanced. That way, players might choose to keep Jungles around, at least some of the time.
4. I also think you should allow Jungles on Plains. It would better represent the diversity of terrestrial biomes: Grassland/Jungle would correspond to tropical rainforest (the Amazon, the Congo) while Plains/Jungle would correspond to savannah and semitropical dry forest (sub-Saharan Africa outside the Congo, notably West Africa.) You'll note that most Earth maps do include Plains/Jungle, especially around the Malinese starting location.
(To simplify the math, I would also change the Floodplains health penalty to -0.5 health. Currently, it stands at -0.4 health.)
Wetlands: If wetlands are a base terrain type and cannot be drained, they need something to compensate their (presumably) low yield. Civ already has its share of uneconomical (Tundra, Ocean) and useless (Desert, Ice, Sea Ice, Peak) terrain types. What improvements, if any, do you plan to allow on Wetlands tiles? Depending on that, I might suggest 1/0/0, +1.0 health for Wetlands, in recognition of their role as natural filters and reservoirs.
Sea: I'm not sold on the idea of a Sea terrain type. I remember the implementation in Civilization III; and as a practical matter, I have to say that seas do not extend from the coast into the ocean as depicted. Rather, seas are particularly large bodies of mostly shallow coastal waters: the Mediterranean, Caspian, Arabian, and Caribbean Seas are all case in point. Every one of those was navigable in the ancient and classical eras; I'm not sure you could deny that right to Galleys and Triremes.
I disagree.
Redistribution is not broke. [...]
The fact that mines are unhealthy and camps can not be built on hills is largely irrelevant. The point is the bonus you get from Redistribution versus running nothing or some other civic.
The bonus is still very useful and the only thing you can run early.[...]
In the game I am playing eventually switched out of Redistribution because of the 25% hit to GPP (and to try new Bur. civic.)
Without that I would probably still be in Redistribution.[...]
For example, in my current game in 1708 AD, 4 AI civs in Redist. and 5 AI civs in Bureaucracy.
Nobody in Professionalism. Free Market largely not available yet and Environ. not available yet.
The GPP penalty will need to stay, because although the AI knows how to deal with the unhealthiness from Mines it isn't aware that building more will cause more (but it will switch to more food production to counter it and thus the unhealthiness never gets out of hand). The relevant bit though is that unhealthiness from Mines won't factor at all into the AI's decision about whether to stay in Redistribution or not.
It appears that the AI has somehow managed to build workshops in desert (pollution.)?!?
Workshops can be built wherever there is a freshwater source, so long as the tile is flat. I haven't changed this from BTS so I guess these Workshops are next to a river, oasis or city with an Aqueduct.