Grassland w/ Cow - Can't Build Farm?

Yea I hate how certain resources prevent you from building different upgrades. I have like 4 forests around my capitol in my current game and 3 of them have deer. I mean i'm glad to have the resources, but I'd prefer to be able to build lumber mills on at least one more later on.
 
The sad thing about the design of this game is that tiles with bonus resources are often WORSE than tiles without bonus resources.
 
I don't mind being forced, but I don't like that they're not better. They really need a bonus in the early to mid-game at the latest to pastures and camps and such so they don't fall that far behind wet farms.
 
I don't mind being forced, but I don't like that they're not better. They really need a bonus in the early to mid-game at the latest to pastures and camps and such so they don't fall that far behind wet farms.

One of the mods in Total Balance changes the granary to a "smokehouse" - it has the same basic function as a granary (+2 food) but you produce +1 food for each cow/deer/sheep being worked. Once you factor in the bonus for trapping/pasture and this it actually makes the tiles beneficial instead of "even" or worse with an non-bonus tile.

IMHO it was one of the things they should have quietly stuck in the last patch because the way it is now makes no sense.
 
One of the mods in Total Balance changes the granary to a "smokehouse" - it has the same basic function as a granary (+2 food) but you produce +1 food for each cow/deer/sheep being worked. Once you factor in the bonus for trapping/pasture and this it actually makes the tiles beneficial instead of "even" or worse with an non-bonus tile.

IMHO it was one of the things they should have quietly stuck in the last patch because the way it is now makes no sense.
And economy mod is even better, it allows you to build unique buildings if you have bonus resources. :)
 
One good thing about cow and sheep tiles.
The cow and sheep tiles are the only ones where you can settle a great person safely. Especially early. This way you can be safe not to put the specialist on an oil, coal etc ressource and only loose one food or one hammer.
 
One good thing about cow and sheep tiles.
The cow and sheep tiles are the only ones where you can settle a great person safely. Especially early. This way you can be safe not to put the specialist on an oil, coal etc ressource and only loose one food or one hammer.

One of the other benefits of the mod I mentioned is that the SP's (with the exception of the scientist) allow access to any resource a tile has as if the tile had been improved.

Example an engineer settled on iron will both improve the tile with the manufactory AND give you access to the iron.

Again something that should be in a future patch.
 
I think the design reasoning behind the weak specials is to ensure that they're not so strong at the start that someone with a couple of food specials in their capital's surrounds can breeze past all and sundry. And also as a preventative against REXing (so that small underdeveloped cities working a couple of very productive tiles are not pound-for-pound better than larger ones).

But this isn't mutually exclusive with an ability to further develop them later, and make them something you really want. Bonus food with granary is the best idea I've seen; it makes the granary potentially useful in the period when it becomes available and it makes you work a little for the bonus output. Likewise the extra buildings that require specials. I really like the idea of being able to develop a specialised high-population city (for whatever purpose - probably science) but you have to work at it.
 
I think the design reasoning behind the weak specials is to ensure that they're not so strong at the start that someone with a couple of food specials in their capital's surrounds can breeze past all and sundry. And also as a preventative against REXing (so that small underdeveloped cities working a couple of very productive tiles are not pound-for-pound better than larger ones).

But this isn't mutually exclusive with an ability to further develop them later, and make them something you really want. Bonus food with granary is the best idea I've seen; it makes the granary potentially useful in the period when it becomes available and it makes you work a little for the bonus output. Likewise the extra buildings that require specials. I really like the idea of being able to develop a specialised high-population city (for whatever purpose - probably science) but you have to work at it.
The food resources are weak, yes, but not the luxuries. The luxuries pay 10 gold per turn when you trade them not even counting tile yields (which are just as good as the food resource yields most of the time). It makes large maps with a lot of AI really easy, and it makes Deity close to Immortal in difficulty on smaller maps because you always have a trading partner.
 
Back
Top Bottom