Illians and Workshops

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Jan 7, 2009
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I've created this thread to respond to a question posted in the Bug Thread. The original post:
I've played a few recent games as Auric of the Illians. I noticed that while they can build cottages and farms on ice tiles before and after building a Temple of the Hand nearby, they CANNOT build workshops on ice! It seems like if they are able to till the frozen earth itself into productive farmland they should be able to build a little smith on it too. Plus it was quite dismaying to see cities in arctic regions of a Tectonics map be size 20 with 1 base production outside specs...

Anyone know if this is a bug? Thanks!
I would call it more of a balance problem than a bug. They also don't get the +1 :commerce: bonus next to rivers on ice tiles, so building a Temple of the Hand frequently has a very negative impact on Illian economy, which I consider a big disadvantage.

Anyway, back to Workshops. They actually can be built on ice, but only in tiles that also have direct access to fresh water - ie tiles next to rivers or fresh water lakes. Your river tiles, however, would probably be better off left as non-ice tiles so that you can still get the :commerce: bonus. Managing that can be a headache, however - plus you'll be forgoing the Illian's cold terrain bonus. An alternative is to get access to Sun mana, and then use Scorch to turn the ice tiles next to your rivers into tundra. It will cost you a :food:, but you'll regain the :commerce: bonus and still have the cold terrain bonus.

As for building Workshops on tiles not adjacent to fresh water, you've basically got three choices. Either you don't build a Temple of the Hand, or you build the Workshop before the Temple, or you cast Scorch after building the Temple and then build the Workshop on tundra. None of the options is particularly attractive, since they all have drawbacks:

• No Temple of the Hand means no cold terrain bonus (unless the city is already in cold terrain), and the need to use more conventional (ie Arcane or Divine unit) terrain conversion to improve bad tiles (like desert, for example). Of course, since the Temple will destroy Flood Plains, this may be preferred for some city sites.

• Building Workshops before the Temple means lots of workers building improvements for tiles that aren't being worked yet (bloated unit support costs), and delays the cold terrain bonus and the :culture: bonus. Additionally, if the Workshop is pillaged you won't be able to rebuild it without casting Scorch on the tile (see next option).

• Building the Temple and then casting Scorch on the tiles for Workshops means an extra loss of :food: from the city. Workshops on ice at least produce 1 :food:; on tundra they produce none. Also, your territory looks blotchy rather than nice solid white. That has no game effect, of course, but it aesthetically unpleasant.

I'd suggest you choose the one that bothers you the least.
 
The :commerce: problem is of no big deal for us expert modders out here :rolleyes:

EDIT: Sorry, I was wrong. Probably should have tested it first. I could have sworn they couldn't though. Oh well.
 
Thanks for your thoughts Emptiness, I was wondering if it had something to do with tiles that were ice pre-temple or something like that. It just seems like an extra micro-management/planning burden on something that is already pretty micro-management-heavy (tile improvement).

The commerce loss seems more like a balance issue in exchange for the early terraforming power of the temple. Maybe it's because the maps that I played with the Illians so far have abnormal hill distribution (Rainforest & Tectonics), with large swaths of flat area that the lack of workshops had such an impact. I was just left with a large empire, a good tech rate, and about 1.5 cities that could actually build things. And late game lumbermills just don't compete with workshops.

I hadn't thought about the scorch method, though it is certainly not ideal, as you point out.

And yes Lade, you can chain irrigated farms across ice.
 
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