thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 2,460
So we've found out all the tile yields by this point (although I've missed the flood plain yields, can someone provide that information?), and there seem to be two glaring areas of imbalance.
Here is a list of known tile yields:
Hills are overpowered. Plain and simple. And it's because hills are really a category all in themselves. A hill, unlike any other tile, has 4 potential sources of yields (terrain + hill + feature + improvement) instead of 3 (terrain + feature + improvement). In addition to all this, hills also receive defensive bonuses. The only downside is movement cost, which is completely negated if a city is founded on a hill. Even farms can be built on hills later on.
This artificially limits optimal city placement and has the counterintuitive effect of encouraging players to settle ostensibly inhospitable locations because of the hill's unique behavior. You wouldn't think hills + grassland jungles would be a great location to found a city, but with base tile yields of 3f/1p, they will actually be the best food locations in the early game. Grassland + farm only has 3f...objectively worse (this particular example would be fixed if jungles can only be placed on plains...does anyone know if that's the case?).
This is compounded by the changes to Builders and instabuild (a change which I heartily approve of, btw). If you've moved beyond jungles or woods, there is now no time cost to removing those features.
TLDR; The way hills are now is both unrealistic (I know, I know, it's not actually a simulation) and imbalanced. What do you guys think?
- Coastal and ocean tiles
- Hills
Here is a list of known tile yields:
Hills are overpowered. Plain and simple. And it's because hills are really a category all in themselves. A hill, unlike any other tile, has 4 potential sources of yields (terrain + hill + feature + improvement) instead of 3 (terrain + feature + improvement). In addition to all this, hills also receive defensive bonuses. The only downside is movement cost, which is completely negated if a city is founded on a hill. Even farms can be built on hills later on.
This artificially limits optimal city placement and has the counterintuitive effect of encouraging players to settle ostensibly inhospitable locations because of the hill's unique behavior. You wouldn't think hills + grassland jungles would be a great location to found a city, but with base tile yields of 3f/1p, they will actually be the best food locations in the early game. Grassland + farm only has 3f...objectively worse (this particular example would be fixed if jungles can only be placed on plains...does anyone know if that's the case?).
This is compounded by the changes to Builders and instabuild (a change which I heartily approve of, btw). If you've moved beyond jungles or woods, there is now no time cost to removing those features.
TLDR; The way hills are now is both unrealistic (I know, I know, it's not actually a simulation) and imbalanced. What do you guys think?
Last edited: