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Deity
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- Aug 7, 2010
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Given how few uses there are for oil, that could be a decent way to balance the value of the resource.
Exactly.
Given how few uses there are for oil, that could be a decent way to balance the value of the resource.
I like this stuff much more than I like giving tile yield bonuses for land tiles adjacent to coasts. If you want coast tiles to matter, boost the coasts, don't boost the regular land tiles.Lighthouse - Limit to +1 on sea resource tiles *only* and add +1 on coastal tiles. Representing local fishing and transportation of goods.
Harbor - Add +1 on all water tiles. Representing more efficient fishing techniques overall.
Seaport - Add +1 on all water tiles. Representing int'l trade.
Something else I've been considering is instead of adding a bonus to mines in the industrial era, remove the bonus to lumber mills. Basically the net effect of the B-TI mod would be to move this lumbermill bonus earlier in the tech tree (from Steam Power to Machinery) and include one for mines there too.
Gold boost to refinery improvement makes sense. Its so late that this could be quite high with no particular balance problems.it's always irked me that oil improvements are so terrible. What do people think about a gold buff?
Agree with this very strongly, which is why I think the lumbermill/mine change above is a good one.My point being: there are significant modifiers to base production in this game. Upping base production can have a nasty sideffect of tiles becoming too strong.
Do you mean... on the tile itself? That seems reasonable.
Well yes, but there's some selection bias there. Plenty of civs and empires weren't particularly coastal. Germany, France, Russia, China, India, Inca, Aztec, Maya, Mali, Zulu, Songhai, Siam, Egypt...It is a pattern that was true for Phoenicians, Greeks and Romans as well as much later for the US. The Europeans settled in New York, Boston, Los Angeles, ..., not somewhere in the middle of the continent, avoiding coastlines.
Yes, but this is the only way to compensate for the fact that workers don't work on water, so you can't build improvements on coastal tiles.Boosts placed on coastal buildings also take a very long time to kick in
I think we can agree that rivers in vanilla are OP, and there are a limited number of river tiles, whereas there are a huge number of land tiles adjacent to coasts.Having a similar effect (in terms of gold) for both rivers and coasts is just logical
True, but why is this desirable?while the +1 gold on coastal land tiles is available very early
Well yes, but there's some selection bias there. Plenty of civs and empires weren't particularly coastal. Germany, France, Russia, China, India, Inca, Aztec, Maya, Mali, Zulu, Songhai, Siam, Egypt...
Yes, but this is the only way to compensate for the fact that workers don't work on water, so you can't build improvements on coastal tiles.
Unless we want to try to get workboats to build things, but I doubt the AI would be very good at that.
I think we can agree that rivers in vanilla are OP, and there are a limited number of river tiles, whereas there are a huge number of land tiles adjacent to coasts.
I'd also argue rivers are far more valuable historically than coasts, because they also provide fresh water (which is the biggest reason for building near rivers) and they aren't vulnerable to storms, waves, getting lost, etc. so are much easier and more profitable to navigate - and you can do so even in a fairly basic boat. Sea-going vessels are much more expensive, and sea-trade much more dangerous.
I don't see why these need to be equivalent.
True, but why is this desirable?
And what are the gameplay effects of a massive increase in gold income?
And why do we want to make golden ages even more powerful (+ gold on every gold producing tile)?
Its already worth working a land tile adjacent to coast, just like any other, but its not really worth working coast tiles. So the solution seems to me to buff coastal cities, by boosting coast tiles, rather than boosting decent tiles already even for landlocked cities.
Still no problem, just code ocean tiles to have lower yield (zero if necessary) without any buildings, and then have all the buildings boost all water tiles. So ocean tiles still aren't great, but coastal tiles can be very good with enough infrastructure.
So for example, we could have:
Ocean: 1 food
Coast: 1 food 2 gold
Fish (bonus): 1 food, 1 extra gold 1 extra food with fishing boats.
Pearls (bonus): 1 gold, 2 extra gold with fishing boats
Whales (bonus): 1 food, 1 production 1 gold with fishing boats
Lighthouse: boosts all water tiles by 1 food
Harbor: boost all water tiles by 1 gold, adds trade route access
Seaport: boost all water tiles by 1 food, boost fishing boats by 2 hammers.
So:
Early game with just a lighthouse, coast tiles give 2 food 2 gold, same as a trading post on grassland.
Early-midgame with lighthouse and harbor, they give 2 food 2 gold, as good as grassland trading post next to river
Late-game with lighthouse/harbor/seaport, a regular coastal tile gives 3 food 3 gold.
Huh, I misunderstood; I thought you were saying just that buildings could only give a bonus to all water tiles (ie you couldn't have a lighthouse that gave +1 food to coasts but not oceans), not that there is no longer such a thing as a coast terrain type and an ocean terrain type that could have different base tile yields.But there is nothing in the code that allows the differentiation between coastal water tiles and ocean water tiles
Agreed - lakes at least must be different?Well, the game must recognize lakes - they have one more food IIRC?
Right, I don't see a huge problem here. And its easy to tweak the maintenance cost for the ocean buildings.But even if coast and ocean are the same, would buffing all water tiles to 2 gold 1 food without any building be overpowered?
Huh, I misunderstood; I thought you were saying just that buildings could only give a bonus to all water tiles (ie you couldn't have a lighthouse that gave +1 food to coasts but not oceans), not that there is no longer such a thing as a coast terrain type and an ocean terrain type that could have different base tile yields.
So how does trireme-type restrictions work, if there is no Ocean terrain vs Coast terrain?
To clarify a few limitations of the current tools, these options are not possible:
- Non-stacking bonuses (+1 to rivers or coasts, but not both)
[*]Building/tech bonuses to coastal water tiles (only option is "water" tiles, which includes coasts, oceans, and lakes)- Inherent bonuses of fresh water or coast adjacency (only can boost near rivers, or boost coasts with specific improvements)
- Tech bonuses near coasts (only can boost fresh water with a tech)
- City/mountain/coast adjacency bonuses with tech (only can be from turn 1)
Yes, except that the fishing boat reduction is reduced, so fish tiles with boats still only give 3 gold.Returning to your earlier post, Ahriman, essentially what you're proposing is a +1G on coastal water from the get-go and +1F with Seaport
I remembered the second part, but not the first.It looks like coastal water tiles can indeed be given from turn 1, just not boosted later. Returning to your earlier post, Ahriman, essentially what you're proposing is a +1G on coastal water from the get-go and +1F with Seaport. Seems like a good starting place.
Maybe, but I think its fine for ocean tiles to be inferior to non-desert/tundra land tiles, unless they have a bonus resource.Ahriman suggested no gold on ocean tiles from start, I'd leave it as 1 gold, though
They do in this proposal.Coast/ocean water tiles have always been designed to have enough food to feed themselves with lighhouse, even in Civ4
Well, it depends on what the other improvement yields are going to be.A food surplus from every water tile might be too much
I've been thinking about something in my latest game . . .
Once we have enough luxuries to trade with partners and strategics to supply our army, what incentive do we really have to build at one location over another? High city-tile yields and low terrain yields are one factor that contributes to ICS-like casual city spam. There's not really much reason to settle at one location over another. How can we make this more interesting?
- Improve luxury/strategic yields?
- Add some benefit to additional resources, like Civ IV Corporations?
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