Blackmantle
King
I can understand that to a certain extent (even though it whould be a simple and intuitive way to make them want to settle near lots of water as opposed to just a bit of it or none.
And more features / harder placement disadvantage AI + add complexity.), but then you might want to find another way to boost them. (be it a building which further improves yield of water tiles later on in the game or military or other improvements for water tiles (perhaps a more production focused one) which fit more aestetically among other possibilities.)
With 16 possible water tiles with at best 4 ports whould have to be considerably better to compensate at least a bit (along the lines of about 2 Food and 3 commerce and 2 Production in addition to existing yields at port level. Which whould create its own problems by clearly favoring some locations over others creating a placement-headace and make Lanun hard to play. So such a Port for Hannah if coastal whould yield 6 Food, 3 Production and 9 Commerce then. 8 Commerce if in ocean or Falamar. 7 commerce if Ocean and Falamar.)
Normal cities are rather only having 1 Port or 2 with the new rules which without extreme additions to yields like suggested above just doesn't cut it to make costal tiles interesting (again a yield for ports like they are now is rather standart for most mid-game civs. Even those without an affinity for a certain terrain.).
Or you decrease the necessary distance between ports by one (so the minimum distance between Ports is 2 which whould mean about 7/8? ports at max in above example and about 3-5 Ports in an average half-coastal city not all that spammy) and increase the maximum yield by 1 Food 2 Commerce and 1 Production each (making for another level of growth for those coves possibly called ??? . Which whould mean a final yield of 5 food / 2 Production and 8/7/6 commerce depending on leader and location). Still creates some issues but that should even it out at least a bit and lead to AI plaing Lanun reasonably well.
You have a clear dilemma of aestetics vs. playability / AI-ability (im quite sure of that. You have all the means to try out the difference between super-ports and port-spam without much effort by AI autoplay i reckon) / fun here imo.
Plus aestetics can be changed if that is such a big issue. (easier said than done as always. )
An additional option to make their life more interesting whould be to add additional maritime resources (possibly Lanun only / possibly not) and make maritime resources more common overall.
On the other hand adding a building (like a trading post or the likes) which whould enhance the yields of all water tiles by 1 Food and 1 commerce (Should be, as seen with Lighthouses...) / 1 additional commerce on near-river land tiles (if that is doable), whould take care of the aestetics / pirate cove spam thing (and largely reduce the need to enhance coves by any big margin). But whould the AI be able to grasp it?
If the AI can grasp it than that might be the best solution of them all including for players since it requires way less micromanagement / placement headace + it whould also make lakes more attractive even without acess to oceans (which seems thematic for them as well and make Lanun viable on much more mapscripts.).
That building should not only work in costal cities though (unlike harbors and lighthouses). Otherwise the AI whould be gimped again.
Perhaps Optics or Trade whould make a good tech spot for such a building making it furtherly viable to go for those Techs early as the Lanun? With Trade beeing the more powerful option since the new path to said tech and Opticts beeing a tad weaker.
So if possible i whould advise you take this last route since it offers a fix to most if not all those problems.
And more features / harder placement disadvantage AI + add complexity.), but then you might want to find another way to boost them. (be it a building which further improves yield of water tiles later on in the game or military or other improvements for water tiles (perhaps a more production focused one) which fit more aestetically among other possibilities.)
With 16 possible water tiles with at best 4 ports whould have to be considerably better to compensate at least a bit (along the lines of about 2 Food and 3 commerce and 2 Production in addition to existing yields at port level. Which whould create its own problems by clearly favoring some locations over others creating a placement-headace and make Lanun hard to play. So such a Port for Hannah if coastal whould yield 6 Food, 3 Production and 9 Commerce then. 8 Commerce if in ocean or Falamar. 7 commerce if Ocean and Falamar.)
Normal cities are rather only having 1 Port or 2 with the new rules which without extreme additions to yields like suggested above just doesn't cut it to make costal tiles interesting (again a yield for ports like they are now is rather standart for most mid-game civs. Even those without an affinity for a certain terrain.).
Or you decrease the necessary distance between ports by one (so the minimum distance between Ports is 2 which whould mean about 7/8? ports at max in above example and about 3-5 Ports in an average half-coastal city not all that spammy) and increase the maximum yield by 1 Food 2 Commerce and 1 Production each (making for another level of growth for those coves possibly called ??? . Which whould mean a final yield of 5 food / 2 Production and 8/7/6 commerce depending on leader and location). Still creates some issues but that should even it out at least a bit and lead to AI plaing Lanun reasonably well.
You have a clear dilemma of aestetics vs. playability / AI-ability (im quite sure of that. You have all the means to try out the difference between super-ports and port-spam without much effort by AI autoplay i reckon) / fun here imo.
Plus aestetics can be changed if that is such a big issue. (easier said than done as always. )
An additional option to make their life more interesting whould be to add additional maritime resources (possibly Lanun only / possibly not) and make maritime resources more common overall.
On the other hand adding a building (like a trading post or the likes) which whould enhance the yields of all water tiles by 1 Food and 1 commerce (Should be, as seen with Lighthouses...) / 1 additional commerce on near-river land tiles (if that is doable), whould take care of the aestetics / pirate cove spam thing (and largely reduce the need to enhance coves by any big margin). But whould the AI be able to grasp it?
If the AI can grasp it than that might be the best solution of them all including for players since it requires way less micromanagement / placement headace + it whould also make lakes more attractive even without acess to oceans (which seems thematic for them as well and make Lanun viable on much more mapscripts.).
That building should not only work in costal cities though (unlike harbors and lighthouses). Otherwise the AI whould be gimped again.
Perhaps Optics or Trade whould make a good tech spot for such a building making it furtherly viable to go for those Techs early as the Lanun? With Trade beeing the more powerful option since the new path to said tech and Opticts beeing a tad weaker.
So if possible i whould advise you take this last route since it offers a fix to most if not all those problems.