Inca

Current thought is that mountain tiles should have some yields on them, as settling cities in mountain ranges can be problematic.

Sounds fair.

On the other hand sounds really hard to execute, I mean how much yields would they have?
 
Sounds fair.

On the other hand sounds really hard to execute, I mean how much yields would they have?

Depends on how I code it. I'm of three minds:

  • Flat Gold and Food on Mountains – probably 2+3 (makes them decent tiles in the early game that pay for themselves, and transition into other tiles later on).
  • Terrace Farms granting nearby mountains +1 Food and +2 Gold instead alongside current farm buff. Synergizes with UI a bit more. and makes settling in mountains more attractive. Makes the UI absurdly essential to the Inca, though, which is rough.
  • Entirely new code that buffs mountains based on # of adjacent mountains. A bit more complex, but would incentivize mountain ranges and spread the buffs out a bit more.
 
Depends on how I code it. I'm of three minds:

  • Flat Gold and Food on Mountains – probably 2+3 (makes them decent tiles in the early game that pay for themselves, and transition into other tiles later on).
  • Terrace Farms granting nearby mountains +1 Food and +2 Gold instead alongside current farm buff. Synergizes with UI a bit more. and makes settling in mountains more attractive. Makes the UI absurdly essential to the Inca, though, which is rough.
  • Entirely new code that buffs mountains based on # of adjacent mountains. A bit more complex, but would incentivize mountain ranges and spread the buffs out a bit more.

I guess you could also allow the building of mines(and tradingposts?) on mountains, and maybe give them a base production of 1 hammer.

I'm not sure I'm a huge fan of option number two, you get even more punished for things that are out of your control, like sheep on the hills next to mountains, or just flat terrain next to mountain.

I guess you could also add some weak flat yields on the mountains and then increase them with eras/techs. There are quite a few options I suppose.
 
I guess you could also allow the building of mines(and tradingposts?) on mountains, and maybe give them a base production of 1 hammer.

I'm not sure I'm a huge fan of option number two, you get even more punished for things that are out of your control, like sheep on the hills next to mountains, or just flat terrain next to mountain.

I guess you could also add some weak flat yields on the mountains and then increase them with eras/techs. There are quite a few options I suppose.

There are options, yep. Improvements on mountains look quite odd (tried this out early on) as they distort the 3d models, so that's out. I'm leaning towards the 'mountain range' system, with base yields on all mountains, and more on mountains next to other mountains. Diversity of yields will be a bit more interesting.

G
 
Perhaps building a road on a mountain could even provide a small improvement? (Or city connections can provide local gold based on the number of mountains they go over) So if we go with a flat yield of gold and food on mountains you dont have to make the mountains have a really high base gold at the start of the game and it would make you spend some time improving the mountains to get the full benefit? It would prevent some balance issues with having a lot of gold per turn as the Inca (+3g for each mountain in the ancient era is pretty strong IMO)

Another fix for the flat option is always to scale it with era.
 
Perhaps building a road on a mountain could even provide a small improvement? (Or city connections can provide local gold based on the number of mountains they go over) So if we go with a flat yield of gold and food on mountains you dont have to make the mountains have a really high base gold at the start of the game and it would make you spend some time improving the mountains to get the full benefit? It would prevent some balance issues with having a lot of gold per turn as the Inca (+3g for each mountain in the ancient era is pretty strong IMO)

Another fix for the flat option is always to scale it with era.

Roads giving a bonus on all mountains would result in the 'Arabia problem' – mountain road spaghetti. Same for connections.

G
 
Could we give them a base yield of +1 food and have different buildings add additional yields to them?

Workshop +1 production
Aqueduct +1 food
Market +1 gold
Hotel +1 tourism

Just some examples
 
could the ability for citizens to work mountain tiles become part of the Inca UA?

Honestly in the game I'm playing as Inca right now I dropped my first 4 cities in a mountain range and I've hardly noticed the lack of space for my citizens to work. The Terrace farm is a really powerful improvement that makes the limited space you do have very efficient. Maybe we should continue to avoid having citizens work mountains all together and instead have terrace farms improve adjacent mines and stables with +1 gold?
 
Settling on mountains are really good. Is this intended?
http://imgur.com/u5bwSKd

Yes, as that Mountain settling was an interesting but ultimately yield-poor decision. You can't improve mountain tiles at all, meaning that you are pretty much relegated to whatever yields they start with.

I may scale them with era, though, we'll see. Mountains with 5 other surrounding mountains are somewhat rare.

G
 
Yes, as that Mountain settling was an interesting but ultimately yield-poor decision. You can't improve mountain tiles at all, meaning that you are pretty much relegated to whatever yields they start with.

I may scale them with era, though, we'll see. Mountains with 5 other surrounding mountains are somewhat rare.

Done two test-games with it, and the only real thing I've really felt about it is more gold for settling on top of mountains, mountains just aren't grouped up enough to be worth working, best I've seen so far in terms of mountainyields are +2 food and +2 gold
 
I'm talking specificly about the city tile at turn 1. A city normaly have 2 food and 1 pruduction or something like that. That city has 2 food 3 hammers and 3 gold.
 
I'm talking specificly about the city tile at turn 1. A city normaly have 2 food and 1 pruduction or something like that. That city has 2 food 3 hammers and 3 gold.

The 3 gold is from settling on a 3gold mountain (as gold from mountains seems to directly transfer to the settling city, the same way settling on resources do) the +1 production (over a normal hill start) and +3(i think) city-defense is a Incan bonus for settling on a mountain.

By the way, your linked image, is it from a highlands map?
 
The 3 gold is from settling on a 3gold mountain (as gold from mountains seems to directly transfer to the settling city, the same way settling on resources do) the +1 production (over a normal hill start) and +3(i think) city-defense is a Incan bonus for settling on a mountain.

By the way, your linked image, is it from a highlands map?

It could be communitas, sometimes this script generates not only everything else but also mountains in abundance.
 
Pangea with World Age: if you set it to 3 billion years I wanted to test a map with a lot of mountens. Should probably have picked some other type with more of them.
 
The 2 game I played as them I've had around 10 mountains in total between them, all of them spread out.
 
I like the idea of the mountain yields scaling with era. That 1 mountain chain does look broken but the same could happen with any civ/pantheon which benefits a specific terrain type. Especially if you adjust the map to favor that terrain.
 
Back
Top Bottom