Thalassicus
Bytes and Nibblers
Thank you for the thoughtful comments, I agree with everything you've said and I'm glad city placement feels more meaningful with the mod.
To be honest, I didn't realize how much I'm taking for granted by now!
The smokehouse for example... wasn't even really thinking of it. Your analysis of how it affects city placement convinced me of your point about the Harbor, I really like the idea of it interacting with resources!
What I could do is instead of harbor as +1
on all water tiles, do +2
on sea resources.
So to break it down by resource... these already exist:
I understand the reasons behind altering base terrain too, I like your resource idea more though since it will have a smaller, but interesting effect.
To be honest, I didn't realize how much I'm taking for granted by now!

The smokehouse for example... wasn't even really thinking of it. Your analysis of how it affects city placement convinced me of your point about the Harbor, I really like the idea of it interacting with resources!
What I could do is instead of harbor as +1
on all water tiles, do +2
on sea resources.- Rewards optimal city placement.
- Precedent with the Seaport.
- More powerful when resources are available, due to concentrated effect.
- I recently added Ahriman's suggestion of +1
on the coast terrain type. It makes sense to rather than simply have that as a pure addition, make it a move away from the harbor. - Overall the move is a slight buff to coastal regions compared to balance-combined v1.08, since it's the same bonus but available sooner.
- This gives room to buff the Harbor again without overpowering it, with a bonus on sea resources.
- Previously I'd avoided resource-specific buffs for the Harbor because most sea resources are luxuries, and luxuries didn't seem to need much of a buff. It's been a few months however, and with my new mindset on city placement decisions, I'm starting to feel an extra +1 here or there wouldn't hurt. It's halfway through the tech tree, after all.
- It's an otherwise unaltered resource.
- The reason I'd left it alone until now is wheat was already the most powerful bonus resource in vanilla. It does feel a little bland nowadays though, now that I've had time to let everything really sink in.
- 1
is generally less valuable than 1
so perhaps adding 1
on wheat would make sense, limiting the effect of the buff. - Logically speaking, the smokehouse improves food supply, while the watermill might let the farmer produce more grain than needed and sell the excess for a profit. Wheat also does tend to appear near water sources, like rivers.
So to break it down by resource... these already exist:
- Incense, Wine
2
Monastery - Gold, Silver
3
Mint - Fish, Pearls, Whales
2
Seaport - Cow, Deer, Sheep, Fish
1
Smokehouse - Bananas
1
(resource itself is better) - Horses
1
1
Stable - Iron, Coal, Aluminum, Uranium
1
with Machinery (improvement)
- Wheat, Spices, Sugar
1
Watermill
1
Windmill
(Split in two because these are situational) - Pearls, Whales
2
Harbor - Furs, Ivory, Gems
2
Market - Cotton, Silk, Dye
1
Opera House (chose this since Theater's already quite good) - Marble
2
Museum - Oil
4
Combustion (improvement)
I understand the reasons behind altering base terrain too, I like your resource idea more though since it will have a smaller, but interesting effect.
.
to uranium, aluminum, whales
