For anyone not following the Netherlands thread, it's now possible for an improvement to give yields to specific other improvements that are adjacent. As such, I'm renewing my suggestion for terrace farms to buff adjacent normal farms. I was initially just thinking of continuing the terraced food buff down to the lowland farms, but I could see production working fine too as the bonus farm yield.
Could Gazebo borrow the code from villages that detects Trade Routes and city connections and have Terraces give bonus production for those conditions?
I mean...probably, but why? Terrace Farms seem like an odd choice to apply that mechanic to. The Shoshone encampment or something would probably be a better fit.
Anyways, while we are here I would like to deliver my suggestion for the Incan UI.
Terrace farm Requires Masonry May only be constructed on hills
+2 food +1 culture
+1 food +1 production +1 culture if adjacent to a mountain.
+1 food from Civil service
+1 culture from Architecture
+1 food from Fertilizer
+1 Culture from Flight
The yields look pretty high, but as mentioned before UIs need to compete both with adjacency bonuses as well as the industrial era policies buffing improvements.
Wait, is mountain settling something they can do in the current release, or was it caused by some of the changes you're working on? If it's possible now I'm tempted to go try just for novelty's sake, even if it means the cities can never be taken and thus are completely overpowered.
Anyways, while we are here I would like to deliver my suggestion for the Incan UI.
Terrace farm Requires Masonry May only be constructed on hills
+2 Food +1 Culture
+1 Food +1 Production +1 Culture if adjacent to a mountain.
+1 Food from Civil service
+1 Culture from Architecture
+1 Food from Fertilizer
+1 Culture from Flight
The yields look pretty high, but as mentioned before UIs need to compete both with adjacency bonuses as well as the industrial era policies buffing improvements.
Just finished a game as the Inca, so here's some feedback on the terrace farm:
1. Removing the self-adjacency from the terrace farm encourages very odd designs. Rather than continuous terraces you want individual hills surrounded by mountains or flat land to get the full +6f. Clusters of hills actually become pretty awful as a result. Giving them the same self-adjacency as farms (+1f for every two) would fix this. I don't think this would be overpowered because of...
2: SHEEP! Or really any resource that's not wheat, but sheep were the most noticeable. Sure, a perfect setup will get you tremendous yields, but realistically that's never going to happen. Having to design around existing resources and terrain was always going to be an inherent weakness of such an adjacency-based effect. It's not a bad thing in itself, but does need to be balanced around.
Just finished a game as the Inca, so here's some feedback on the terrace farm:
1. Removing the self-adjacency from the terrace farm encourages very odd designs. Rather than continuous terraces you want individual hills surrounded by mountains or flat land to get the full +6f. Clusters of hills actually become pretty awful as a result. Giving them the same self-adjacency as farms (+1f for every two) would fix this. I don't think this would be overpowered because of...
2: SHEEP! Or really any resource that's not wheat, but sheep were the most noticeable. Sure, a perfect setup will get you tremendous yields, but realistically that's never going to happen. Having to design around existing resources and terrain was always going to be an inherent weakness of such an adjacency-based effect. It's not a bad thing in itself, but does need to be balanced around.
Just finished a game as the Inca, so here's some feedback on the terrace farm:
1. Removing the self-adjacency from the terrace farm encourages very odd designs. Rather than continuous terraces you want individual hills surrounded by mountains or flat land to get the full +6f. Clusters of hills actually become pretty awful as a result. Giving them the same self-adjacency as farms (+1f for every two) would fix this. I don't think this would be overpowered because of...
2: SHEEP! Or really any resource that's not wheat, but sheep were the most noticeable. Sure, a perfect setup will get you tremendous yields, but realistically that's never going to happen. Having to design around existing resources and terrain was always going to be an inherent weakness of such an adjacency-based effect. It's not a bad thing in itself, but does need to be balanced around.
We should probably try out just adding the self-adjacency first. Being blocked by resources is an effective limiter on their power level pre-built into the game. Might as well take advantage of it if possible.
Not a fan of this at all actually, I'm not even a fan of Kasbah and Moai being buildable on resources, but those two kinda needs it, the terrace farm does, it's just an annoyance.
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