K-Mod: Far Beyond the Sword

There is something that could make pitboss a little less annoying if the server unexpectedly turns off for whatever reason. Currently, pitboss autosaves only when a player logs in, but it would be nice if it would autosave when a player logs out and when a player ends his turn.
 
I think its pretty awesome that I made alot of changes to my own k-mod that Karadoc is doing now, increase in transport carrying capacity, bonus to machine guns vs mounted (I worked it into the drill promotions so machine guns have to earn their bonus vs mounted but yours is much simpler), I lowered the rate spies were caught because it is very easy to lose spies without much effort, the lumber mill change, the watermill change, etc etc.

Im always excited to hear about a new version of kmod! :D Great job Karadoc.
 
Played a game with that pre-release version. Here my tentative opinion: I didn't get past the industrial era, but up till then the changed inflation mechanic worked fine, with no indication that it will be broken further down the line. However, the lack of transparency does not make this feel like an improvement yet. Unfortunately, I feel my initial worries about the Scientific Method change were justified. It makes Representation specialists too powerful. Even made the city governor do some strange things like running a scientist at size two instead of an improved crab tile.

On an unrelated note, I have observed many times, and this game again, the following happening: One AI starting the game off by rexing, its neighbor by tech-whoring and founding religions. The big AI converts to the advanced AI's religion and the advanced AI peace-vassals to the big AI, not because it feels threatened, but because they like each other so much. The big AI then goes on to leverage this advantage by tech-trading profusely with its advanced vassal and conquering all its neighbors, without, and this is the important point, the vassal ever breaking free.

I think this is bad firstly for the vassal AI because it's basically forfeiting its chance to victory, and secondly for the player because whenever this happens the difficulty level of the game increases dramatically. My suggested solution would be to make masters suffer a significant diplomacy penalty with its peace vassals based on how high they are on the score ladder.
 
I think if you are bothered by this sort of development you should disable tech brokering and/or vassal states.

Although it might be a nice option to have capitulation but no peace vassals.
 
I think if you are bothered by this sort of development you should disable tech brokering and/or vassal states.

Although it might be a nice option to have capitulation but no peace vassals.

Why? Are you saying that this kind of AI stupidity is what's supposed to happen?

I like this and other game elements. I don't want to turn them off. It just bothers me when early coin tossing decides whether a game is even winnable. Especially when that weren't a problem if the AI weren't so stupid.

Besides, I don't see how disabling tech brokering would solve this problem.

Look, all I'm saying is that AIs shouldn't be like "Help you conquer the world? Hell yeah! I don't wanna win anyway."
 
Personally, I think that small civs in the late game should tend to do more often a perma alliance with other small civs regardless of attitude (or with less impact) instead of peace vassaling. I think that the late game could potentially be more fun that way. I'm not sure.
 
Why? Are you saying that this kind of AI stupidity is what's supposed to happen?
With vassal states on? Yes, that's what peace vassaling is about. I turn it off for that exact reason.

Besides, I don't see how disabling tech brokering would solve this problem.
You said part of the problem is that smaller AI was a tech whore, which I usually associate with brokering rather than trading.

Look, all I'm saying is that AIs shouldn't be like "Help you conquer the world? Hell yeah! I don't wanna win anyway."
Unless "you" is literally, you? If not even that, why have the option enabled?
 
You said part of the problem is that smaller AI was a tech whore, which I usually associate with brokering rather than trading.

Feel free to correct me if I used that term wrong. What I meant was that the smaller AI tends to be of the variety that emphasizes research, allowing it to keep up with its larger Master, essentially doubling their research speed regardless of whether tech brokering is enabled.

With vassal states on? Yes, that's what peace vassaling is about. I turn it off for that exact reason.

Unless "you" is literally, you? If not even that, why have the option enabled?

I'll grant you that that is what peace vassaling is about in stock BtS, but this is K-Mod: Far Beyond the Sword. How is an AI suiciding its stack of axemen into the walls of a heavily fortified city, which the K-Mod AI doesn't do, any different from an AI suiciding its shot at winning the game by willingly becoming a stepping stone to the first powerful AI it comes to like?

I have the option enabled because, in the more numerous games that it doesn't ruin, it gives increased depth to diplomacy. Historically, it made sense for a weak ruler to swear fealty to a more powerful one for various political reasons ranging from trade to protection. The wording of an AI's offer to become a player's peace vassal mirrors that. Furthermore, it seems right to me that weaker civs should have a way to survive other than to surrender to conquerors, and for peaceful civs to gain influence without declaring war.

For similar reasons I don't want to turn off tech brokering. Why should it be impossible for my allies to hand over the plans for the new weapon, that I developed and shared with them, to my enemy? I can't think of a way to rationalize that kind of a restriction.

In short, when I look at peace vassalage, I see a game mechanic that ought to be to the advantage of weak AIs, but isn't, and not because the mechanic is broken, but because the AI isn't smart enough to break free at the opportune moment.
 
Why? Are you saying that this kind of AI stupidity is what's supposed to happen?

I like this and other game elements. I don't want to turn them off. It just bothers me when early coin tossing decides whether a game is even winnable. Especially when that weren't a problem if the AI weren't so stupid.

Besides, I don't see how disabling tech brokering would solve this problem.

Look, all I'm saying is that AIs shouldn't be like "Help you conquer the world? Hell yeah! I don't wanna win anyway."

What I did in my version of k mod was increase the vassalage resistance on all the leaders, in the leaderheadinfos.xml

<iVassalPowerModifier>75</iVassalPowerModifier>
 
What I did in my version of k mod was increase the vassalage resistance on all the leaders, in the leaderheadinfos.xml

<iVassalPowerModifier>75</iVassalPowerModifier>

Please explain to me how that solves anything.
 
Feel free to correct me if I used that term wrong. What I meant was that the smaller AI tends to be of the variety that emphasizes research, allowing it to keep up with its larger Master, essentially doubling their research speed regardless of whether tech brokering is enabled.
Okay, it's kind of a vague term. Sorry for misinterpreting you.

I have the option enabled because, in the more numerous games that it doesn't ruin, it gives increased depth to diplomacy. Historically, it made sense for a weak ruler to swear fealty to a more powerful one for various political reasons ranging from trade to protection. The wording of an AI's offer to become a player's peace vassal mirrors that. Furthermore, it seems right to me that weaker civs should have a way to survive other than to surrender to conquerors, and for peaceful civs to gain influence without declaring war.

[...]

In short, when I look at peace vassalage, I see a game mechanic that ought to be to the advantage of weak AIs, but isn't, and not because the mechanic is broken, but because the AI isn't smart enough to break free at the opportune moment.
But in your scenario one civ is militarily weak because it wants to focus on religion/science. Isn't that exactly the scenario where it is opportune to peacevassal to a militarily strong civ to be protected?

Basically I'm asking myself if you think that is suboptimal AI behavior, what would be smarter AI behavior? Should acquiring a vassal be without advantages for its master? I'm not too sure what you are expecting except peace vassals not to happen at all between AI civs.

Please explain to me how that solves anything.
It's basically a factor that modifies how strong a leader sees their own civilization in comparison to a potential master. So the higher it is, the longer a civ will stay independent until it becomes willing to vassalize to someone stronger.
 
It's basically a factor that modifies how strong a leader sees their own civilization in comparison to a potential master. So the higher it is, the longer a civ will stay independent until it becomes willing to vassalize to someone stronger.

That's what I figured, but I still don't see how that solves anything.

But in your scenario one civ is militarily weak because it wants to focus on religion/science. Isn't that exactly the scenario where it is opportune to peacevassal to a militarily strong civ to be protected?

Yes it is. And that's what they do. And I don't have a problem with that.

Basically I'm asking myself if you think that is suboptimal AI behavior, what would be smarter AI behavior? Should acquiring a vassal be without advantages for its master? I'm not too sure what you are expecting except peace vassals not to happen at all between AI civs.

Unlike the AI of stock BtS, the K-Mod AI is smart enough to react to other civs getting close to a victory. In stock you can build six cities, go to Liberalism, up the culture slider and win a few turns later without building much military. But in K-Mod your neighbors will reward that move by declaring war on you, even when they're at "friendly". However, in a vassal-master relationship the K-Mod AI acts no smarter than its stock BtS counterpart.

Basically, I think peace vassals should act like they didn't want their master to win the game. They should do what I do when I become an AI's vassal: enjoy its protection, unlimited tech trading, build up strength and break free before the master gets too powerful, ideally, but not necessarily, replacing vassalage with defensive pacts.

Even under these conditions, having a peace vassal would still be a major advantage.
 
I'm probably not playing K-mod anytime soon, but..

[*]Lower spy stumble chance during peace-time when not performing missions.

I like the idea of closed borders making the opponent area mostly unknown. If the problem is in caught spy relation penalties, I would tweak those instead. For example, exploration-only spies could only be caught incognito, not revealing the owner. Still, a non-moving spy IMO should enjoy the benefit of having been able to go so far and be able to "stay low". So in conclusion, moving spies should get caught quite often IMO.

[*]Scientific method: +1 science for all specialists; slightly more expensive to research.

I'm not sure if this is needed for anything. It makes food rich cities stronger, and biology much stronger. If a lot of the game happens after discovering biology, this may make various AIs farm their towns (??) at that point.

If something should be done to SM, Leoreth's suggestions at post #2555 look very interesting to me. Later free religion would result in more weight to religion, and both of the techs in the suggestions that would suffer, deserve it.

[*]Lumbermills with Guilds, but +1 commerce only. +1 production with replaceable parts. No bonus from river-side.

Lumbermills are cute. Even with +1 commerce added this change should be safe, as it won't separate FIN from others. Although thematically rivers have been an important pathway for harvested trees in remote areas, and I agree that keeping the bonus riverside-only would be good as well.

[*]Higher rate of inflation, based on techs researched world-wide. (As discussed in an earlier post.)

This change punishes civs behind in tech, and rewards civs with top research, if everyone is treated as average. I'm not sure if that was your intention.

As far as inflation itself goes, my understanding (from the expenses screen) is that it punishes civs who:

- Have a lot of units
- Have units outside borders (war)
- Are running pacifism
- Have a lot of cities (with no courthouses = rapid) that are far away ( = expander) and are big ( = ??) on a foreign landmass with high corporation upkeep
- Are running expensive civics and are not ORG

Intuitively I would think of inflation as something that reacts to my playing or to the situation in the world, but it covers such a weird array of things that I'm not sure what to think of it.

[*]Watermills: +1 commerce from start; 1 less from electricity.

This change or not, I don't think anyone builds early game watermills. It is an improved non-bio farm for SP, possibly rivaling with a bio farm. In early game it is a constructable forest with no health and it cannot spread :lol:. And in both cases it can only be built on the other side of the river. For pure flatlands food or commerce we have other improvements.

Also, regarding inflation, currently most of the costs displayed in the game are pre-inflation costs; meaning that the actual gold spent is higher than the numbers being displayed on the screen. Most notably this includes the civic upkeep costs in the civics screen, and the city upkeep costs in the city screen. I'm thinking of changing the display of this information such that all costs include inflation whenever they are displayed - and inflation itself is simply not mentioned anywhere. I think this change would make it easier to understand how much things actually cost, and remove unnecessary complexity and confusion. (Apparently the AI is confused by this as well. I've discovered a few parts of the AI where it bases its decisions on the un-inflated costs rather than the actual costs...)

For a human it is probably better to use pre-inflation costs everywhere, so that it is easier to compare cost weights as the old cost numbers one remembers remain valid for comparison. It might be a minor point, but that would be the safer choice. But as I said earlier, I'm not sure about the current inflation concept overall.
 
Civ4 is a pretty great game, but with some problems that are particularly annoying (and reduce my enjoyment) with certain types of games.

As a first premise, I hope we can agree that Civ4 attempts to model (somewhat) real world behavior. One of the game's big attractions is that (mostly) it makes sense to people. People can try different things and see how they work. But when bizarre things result, they get annoyed. It doesn't make the game "challenging", they are just annoying.

I like to play huge maps, on marathon speed. In my opinion, if the game is working correctly, you should be able (through skill) to conquer the world, and play indefinitely. Any game mechanic which makes this "one more turn" effect unworkable is a problem.

However, game mechanics make large empires problematical, from a monetary civ upkeep perspective. Number of cities and distance calculations make it very costly. Add in the modifier that is designed to make the game eventually unplayable (called "inflation" in the game) and it is extremely difficult.

Now, some will say I should use vassal states. Sure, you can win "conquest" with vassals, but there are some problems. AI-driven civs (even ones on your side) just can't coordinate efforts the way real people can. They can't build the units needed, add the promotions best for whatever strategy you are enacting, or coordinate invasions. You can really only do this if you are running the cities yourself.

I've recently played a game with K-Mod version 302. I could have built more towns (I think I average about 3 per city), but I need to keep forests to offset global warming. I won a cultural victory, but have kept playing to stop out the remaining competition. I now own the map, except for 2 little cities that belong to one of the 15 opponents (on Monarch). Normalized game score was 139,000 or so.

Now, for most of the game I have had to devote 100% of my commerce to expenses. Nothing to culture or research. ZERO. I can only manage this because roughly 100 of my cities are building wealth. If I took them off wealth, well, I don't know what would happen, but it wouldn't be good.

I manage to tech by using Representation, and I have Sid's Sushi in all my cities (and since I own the map, I have a LOT of fish (snaky continents archipelago setting). It's providing about 50 food to each city. My capital is size 44 and still growing (helped by several Merchant GPs +1 food). Most of my mature cities are size 30+.

I really don't think the game mechanics should work the way they do. Inflation is still growing (it's about 1970), and I keep having to devote more and more cities to building wealth, just to pay turn expenses.

While the distance and number of cities (and the corporate maintenance costs, a BIGGIE) are bad, the so-called "inflation" system is a back-breaker. And it is seriously annoying, because unlike many of the game mechanics, this one bears no relation to how the real world works, in two major ways:

1) it always increases. This is historically inaccurate. Historically, with mass production, goods have gotten CHEAPER, not more expensive, in real cost terms. This is why the US (and other modern nations) are as wealthy as they are.

Their is no need for the game to make things more expensive. More expensive items are ALREADY more expensive: they cost more shields to build, or more gold to rush, more beakers to research. These costs are already included in the game mechanics.

2) While the "inflation" code makes city expenses higher, unlike real inflation it does nothing to city revenues.

So, it's only effect is to make the game more and more unplayable as time goes on, rather than to model (in some form) the way the world actually works. And that is really annoying, and reduces the enjoyability of the game.

In the real world, inflation is caused by having a lot more money floating around than things to buy. Consider two cases:

A) A world with lots of stuff, but little money. Here, items command small prices, because money is scarce. This causes deflation, the price of stuff drops.

B) A world with little stuff, but lots of money floating around. Now, scarce items command high prices, because what else is the money good for, with nothing to buy?

But this isn't how the civ4 "inflation" code works. It just continually makes everything more expensive, when it is already more expensive because better things cost more to build. And, in the long run it eventually makes continuing the game impossible, because while expenses go up, revenues don't.
 
The second major problem I have is the global warming system. It is filled with fallacies and bizarre happenings that greatly reduces the long-term playability of the game, and hence the enjoyment. So to start with, here's some common sense about CO2 and global warming.

In theory, GW is caused by increased CO2 in the atmosphere, trapping heat and causing the planet to warm. This melts ice caps and changes weather patterns, causing flooding, droughts, storms, and various other disruptions. In addition, it is charged that CO2 causes ocean acidification that will endanger the food chain, and increased pollen counts.

Well. To a minor extent, these things are true, but some perspective is needed. Here is an interesting graph from UC San Diego:

http://earthguide.ucsd.edu/virtualmuseum/images/CO2History.html

It shows that 200 million years ago, CO2 levels in the atmosphere were 4-5 times as high as they are now. What was the world like back then? Dinosaurs, massive plant growth, the oceans teemed with life, that eventually became the coal and oil beds that we use today for much of our energy needs. In fact, the earth was at its most fertile, supporting more biomass than at any other time in its history. How do we know that? Well, it is common sense--all the carbon that became coal and oil was previously in the atmosphere, but had to become part of the biosphere before it could end up buried on the sea floor.

Increased CO2 is hardly the death knell for life on earth. In fact, experiment after experiment shows that plants grow faster with more CO2 in the atmosphere. Hence possible higher pollen counts (although colloquial reports are most likely attributable to last year's wet spring). But scientific testing has shown that the number one limitation on plant growth is the level of CO2 in the atmosphere.

If plants grow faster, the planet produces more food (as we already see). It sustains more animal life.

Now, as to ocean acidification--not going to happen. Sure, with a higher concentration of CO2 in the air, more of it will dissolve in seawater, until it reaches equilibrium. In theory, this makes it harder for shellfish to secrete their shells, which are made of CaCO3, calcium carbonate. But wait a second.

To start with, oceans have a pH of above 8. Basic chemistry tells us that is basic...literally. So more correctly, a small shift in ocean pH will make the oceans less basic, not acidic. PH would have to drop below 7 to classify the oceans as acidic. The second thing to consider is: what will be the effects of the amount of calcium carbonate in solution in ocean water if pH levels drop, even a little? When pH drops, water can hold a higher concentration. When there isn't enough, then shells can dissolve, or be hard to form. But, the calcium carbonate levels in the oceans are buffered, by the vast layers of these shells already laying on the ocean bottom, and
by fresh quantities that are added by the world's rivers all the time.

If this weren't true, the ocean could never have spared all the CaCO3 that went into the layers of limestone around the world, that in places are miles thick.

In fact, there is more carbon locked up in limestone than there is in all the coal and oil around the world, it is the world's largest carbon sink. Where did it come from? From the ocean water, of course...CO2 that was in the atmosphere and dissolved into the water.

The fact is, the earth has seen ups and downs in CO2 much greater than what we are currently releasing back into the biosphere. In fact, the carbon locked up into limestone over the last 300-400 million years is pretty much permanently inaccessible now. But life evolved, survived, and thrived through all of it.

Okay, what about the greenhouse effect? Well, it is true, our current level of CO2 does provide us with some insulation. If you climb to the top of Mt Everest, you'll find it's pretty cold up there, where the air is thin. Temps far below zero are the norm. This isn't all due to CO2, however. In fact, about 95-97% of the insulating effect is provided by the oxygen, nitrogen, and water vapor in our atmosphere. So, that leaves about 2 degrees C that is the "fault" of CO2.

Gas molecules have what is called an absorbtion spectra. They can't absorb all frequencies of light, most frequency photons just fly right by. If you imagine the sky as lots of tiny windows that are all open, then CO2 is like closing a few of them. In comparison, water, oxygen, and nitrogen close far more, and have already closed many of CO2's windows as well. You can look up graphs and see the peaks and valleys of what CO2 can absorb (and then re-radiate).

GW proponents say that closing the few extra that CO2 does will cause a chain reaction warming event. They want billions of dollars in grant money to study this. Well, a simple experiment can test that. Go out into the desert in the afternoon, and wait for the sun to set. As most people are aware, it gets cold in the desert at night. If CO2 is such a great blanket, why does that happen? Actually, CO2 leaves plenty of windows open, and the earth has no problem cooling down, unless you are where there is a lot of water (like the Amazon, or a humid summer night in the midwest). Clouds or humidity do close a lot of those windows, enough to make a difference.

It is true that with a higher concentration of CO2, it blocks a bit more. It makes the peaks in the absorption spectra wider. So, a few of the windows are a bit bigger than others, but the effect is comparatively minor. Science shows us it takes 10 times as much CO2 to double the current effect we get from CO2. So, if we managed to go from 400 ppm (parts per million) to 4000, then CO2 would give us 4C of warming, instead of 2C.

So, CO2 does give us some warming, but keeping things in perspective is everything.

Of course, we got from about 240 ppm to 380 ppm by burning lots of oil and coal. We've been burning coal since Roman times, for Pete's sake. But, aren't environmentalists always warning us we're going to run out of oil soon, because we've reached peak oil? If so, then there isn't actually enough oil in the world to burn up to add enough CO2 to get anywhere near to 4000 ppm. If we burn every last drop of oil and every lump of coal we can find, we might manage 800 ppm, which will bump temps less than 1/2 degree C. But then we'll run out, and that will be that.
 
So, what does this have to do with civ4?

In civ4, cities grow, people use oil and coal, GW starts, and grows worse and worse until the map is trashed and the game becomes unplayable. It is extremely frustrating to spend hundreds of hours building a nice civ, just to have the game trashed in the end by silly code.

In civ4, the mere existence of population causes GW (10 points per pop point). It doesn't matter what they are doing, just their existence is bad :eek:.

I heard an interesting statistic the other day, that the total biomass of ants is equal to the total biomass of humans. There's 160 million ants in the world for every man, woman, and child. Yet, the mere existence of ants dowsn't cause GW, does it? What about butterflies, mice, rabbits, cats and dogs, deer, bison, cheetahs, dolphins, whales, or pandas? Nobody complains about the CO2 and methane they all produce. Just us. Have we got a negative self image problem, or what?

In civ4, if a city just has access to oil or coal (it doesn't matter if they are actually using it) that's 20 points towards GW. And for some odd reason you need coal to lay down railroad track (mass transit?). Maybe it's the coke used to make steel. Still, it's only a very small percentage of the carbon we use, and you can use a renewable energy source like trees to do the same thing. In fact, the Japanese have used charcoal to make samurai swords for 6 or 7 centuries.

Anyway, so the more cities you have, the bigger the penalty, even if you aren't using it for anything. And if you build a city on a hill early on, and later coal gets revealed under it, you can never get rid of that access. You can build towns on oil fields, and windmills on any hills that pop coal, but if you build a city on a hill you can get stuck with coal. If you build a city on grassland you can get stuck with oil.

What should matter isn't access, but actual usage, and only to an extent that makes scientific sense.

Of course, you get offsets for forests. We, in our omniscience, save our forests, since we're all oracles and know we'll want them later to slow GW. Not so our computer-driven foes. They chop down every forest in sight, and build enough workshops to tiptoe from continent to continent on. Even if you manage your lands well, you are doomed by the computer programming the way things stand. If you like a long game, not just slashing your way to victory as quick as possible, finding enjoyment can be problematical.

We need to be able to plant trees.

In fact, we need terraforming in general. It could be a tech. With it, workers can turn desert into plains, plains into grassland, with a source of fresh water.

Of course, we need desalination plants, and wind turbines. Yes, we have windmills, but they use electricity, not produce it. Currently, if you have access to electricity (no matter the source) that's -2 unhealthiness. What nonsense, that. Electricity has saved so many lives it cannot be counted. Of course, how you generate it matters. Coal plants from the 70's denuded whole forests with acid rain from the sulphur dioxide rain. But those days are long gone. And there is no reason I can see why hydroelectric power (or the 3 gorges dam) should cause :cry::cry:, at 20 GW penalty points each.

One of the techs in the tech tree is fusion. Where is the fusion plant? Or, it could be a national wonder, like ITER (google it), providing power for an entire continent.

Why don't forests grow more frequently? Mt St. Helens blew it's top off 20 years ago. Already it's slopes are colonized, and soon trees will be growing there again. Observers have expressed shock at how quick the process is turning out to be. Why they are so surprised, I don't know. They should realize that 10,000 years ago we were in an ice age. All of Canada (and a lot of the US) was covered in 5000 feet of ice. Our entire world developed in a mere 10,000 years (forests, rivers, plains, the bison, reindeer, and cats and dogs, living together). Species alive today didn't exist back then, they all evolved. Most symbiotic relationships, and all the complications in nature (like the migrations of hummingbirds and Monarch butterflies) all evolved in that amount of time.

Oh, and Civ4 ranges from 4000 BC to 2100 AD, a span of 6100 years.

Oh, and it really ticks me off when a carefully managed forest becomes a jungle in a 6 month period, destroying any trace of the forest preserve or sawmill. That would never happen in real life, it is just silliness. Lumber and paper companies mange vast tracts of timber land, so they have a reliable supply of raw material. Think of them as slow motion farmers. They continually harvest and replant, just like farmers. They don't leave the survivability of multi-billion dollar companies at the whim of politicians or the vagaries of chance. Forest management is what they do.

So, lately I've just started entering the world builder every turn and undoing the damage done to the game by these game mechanics. I went around and planted trees on every empty plot of land, but even doing that provides less than 20% of the offsets needed to balance a major civ, as the game stands. Even owning the entire map, planting trees everywhere, using NO coal or oil, GW is still at high, trashing a dozen or more tiles a turn.

In my opinion, this is one of the two worst game mechanics (the other being the inflation system).
 
The concept of "food resources" bothers me. So, you find cattle, or corn, or rice, or something (where's the hops and barley to make beer?), build a farm, and get the benefit. Cool, as far as it goes.

But wait a sec? What do we really do?

Well, we plant the stuff all over, once we have it, that's what.

Corn. Rice. Beans. Alfalfa. Hay. Produce farms, like carrots, celery, lettuce, onions, tomatoes, garlic and other herbs, LOTS of stuff. Orchards (oranges, lemons, apples, cherries, etc).

Unlike mineral resources (you can only successfully build a gold mine where there is actually gold) food resources are transportable and transplantable.

We even farm fish in artificial environments, now. There's a company right here Maquoketa that raises Tilapia in tanks and sells to area restaurants. You don't even need to be on an ocean to raise ocean fish. Some flexibility in this would make civ4 a lot more interesting.
 
It's generally a good idea to think of games as systems of abstraction instead of precise models :)
 
Even abstractions still model what they are abstracted from. There is no basis for an inflation system that doesn't also inflate revenues.

Inflation is the enemy of people with savings, and the friend of people in debt, because it devalues the savings or debt...with more money floating around the debt is easier to pay, but the savings are worth less.

So, replace the current system with one that varies prices and revenues based on the total amount of gold people have saved up. So, if someone is saving gold for a massive upgrade, inflation will make that upgrade more expensive. That's how inflation should work, and it isn't that hard to implement.

As for global warming, eliminate points for access to resources or electricty. Increase the benefit from mass transit, and add another city building--bike paths. People who ride bikes use less CO2. Also, add another building--Smart Grid. A smart electricity system is more efficient, and also provides for electric cars, rather than burning fossil fuels. Each one of these can reduce a % of population unhealth. Oh, and increase the benefit of fresh water, it should apply against population for GW, waterways have plant life that absorb CO2.

For that matter, farms absorb CO2 also, it is fixed into the food we grow.

Create turn-based penalties for buildings that pollute, like coal plants, and change recycling to eliminate a percentage of :cry: instead of 100%.

However, higher CO2 levels have positive effects as well...at higher levels farms produce 50% more food, and forests grow 50% faster.

Apply a one time penalty for each section or railroad built, or units that use a lot of metal (cannons, ships, tanks).

Let workers plant forests. Forests could accrue value over turns, like cottages do. Their chop value is based on how old they are. Each turn they grow, they absorb penalties for GW, from building stuff or burning coal in power plants.

Add a tech for terraforming. Add a building--desalination plant, that provides fresh water to cities on the ocean that don't already have fresh water.

Any source of fresh water prevents adjacent tiles from being turned from grassland into plains, or from plains into desert. This includes cities with desalination plants.

You could add a mega-desalination plant, that will provide all of a city's workable tiles with fresh water.

Workers with terraforming can turn desert into plains, and plains into grassland, and can plant a forest.

Cities can build wind turbines to generate electricity.

Eliminate unhealth for access to electricity.

Forests with lumbermills cannot be turned into jungle.

Increase the rate at which forests propagate and grow, if they are adjacent to fresh water.
 
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