Happy new year, folks!
I'm somewhat sober again and wanted to give you some feedback on the "adjacency" topic. I've played a few hours with the new dev build.
As you might imagine, there have been some issues. Like so often, it is not a question of better or worse, but of which gameplay we want to achieve. I'll admit it right here: the way the current dev build handles tile yields (especially TPs) doesn't work that well. Let me explain why and make some suggestions:
There are 2 basic principles for balancing tile yields:
1) Improvements are equally strong, no matter where you build them (a feature that buffs all improvements equally doesn't count).
2) Improvements are clearly better when built in certain positions, then making them a clear favorite in this position.
Oddly, in vanilla ONLY farms are position-dependent. For all other improvements, the position doesn't matter at all (as long as they are allowed).
We have done 2 very different different things with the changes in the dev build. First we nerfed the position-dependancy of farms by making each improvement equally valuable next to rivers (which then no longer counts).
But then, we have added buffs to TPs for coast and city adjacency, without giving anything similar to the other improvements. Logically, TPs were a clear favourite in these positions now, just like riverside farms were before. TPs are so much stronger in quite a few positions now (when certain boosters stack) that building anything else there would be plain foolish. They also don't need any tech to get so strong, unlike mines/farms. We created a mechanic for TPs that we wanted to get rid of for farms.
The question is: What do we want?
Balancing the game around the first of the two design principles above is rather easy, but less interesting. We could just say that a river (and possibly a shore) provides +1 yield to ANY improvement. So rivers/shores would be "better" terrain, but all improvents would be equally viable there -> Simple balance!
First, the issue with the above way of balancing: All the improvements should get their buff around the same time/era! In the dev version, there was a huge problem with farms only being improved by rivers midgame after civil service, but trading posts had the bonus from turn 1!!! This has to be considered either way.
Secondly:
Is there a way to use adjacency for added fun/complexity while still being balanced?
I think there is! We only need to buff
each improvement in a certain terrain. This could mean that farms profit from fresh water, mines profit from vicinity to a mountain and trading posts (=villages) profit from being next to a major city.
These are only examples, but what would we achieve?
- Certain regions favor certain city specializations
- A tile could be epecially suitable for multiple improvements, offering choice (*)
- Possibly more natural/realistic settling patterns
- More strategic choices
- More regional differences, not only river/non-river
- The AI should understand it quite well (it can count yields after all)
I have to think this through in detail, and I have to check the vanilla and TBM techtree for good timepoints to put these yield buffs. I'll provide details later!
In the meantime, feel free to state your thoughts!
(*) EDIT: That's actually the core element why I think this mechanic is better than the one we currently have in the dev build (and vanilla): If multiple improvements have areas where they are better AND those areas overlap, we have an interesting and varied choice very often. Some spots would buff no improvement, some a single one, some would even buff all improvements. But a huge amount of the tiles on a map would buff some, but not all improvements.
The combinations could be city+mountain vicinity, coast+river, river+mountain, city+coast, river+mountain+city, river+mountain+coast, ... The player would have an always different selection of boosted improvements - or he could decide to build an suboptimal/not boosted improvement for a certain reason.