Unser Giftzwerg
UgLe Game Promoter
This thread is directly inspired by the "Are Cottages Backwards" thread. As usual that thread started to split off into tangents.
The tangents got me to thinking on things from a slightly different perspective. I figure a 'big picture' look at land management in FfH would be a good complement to the conversation on the details regarding cottages.
There are three tools to land management in Civ, Improvements, Terraforming, and Civics. Regardless of the tool, the goal is always to optimize the yeild of
&
from your nation's tiles.
Improvements: Conventional Wisdom holds that the Cottage improvement reigns supreme over most every other improvement. FfH end-game empires are often dominated by Cottages, with some Lumbermills especially river Lumbermills for hammers. Some players feel the over-abundance of cottages is a symptom of poor performance somewhere in the land management system.
Terraforming: Conventional Wisdom has this as arguably the biggest land management difference betweem Civ and FfH. All realms can obtain the Spring spell. At a minimum, all Desert tiles can be converted to productive territory. The Vitalize spell and Genesis take things further. All realms save the Khazad can convert virtually every tile in their realm to Grassland, if so desired. This allows players the option of building many many self-feeding Cottages. Terraforming drasticaly reduces the role of the Farm, as compared to Civ.
Civics: A few civics affect the resources extracted from tiles, but not very many. Most are geared to governing city population growth (happiness, health) or resource conversion (culture, gold, beakers). Conventional Wisdom has little to say with regard to Civics and land management, other than a recent discussion over the merits of Aristocracy. (A significant number of players feel Aristocracy's Food penalty too high a cost for the return in Commerce.) Perhaps this is a good time to think about new ways in which Civics can play a direct role in FfH land management?
And?
If terraforming is the culprit behind the the phenomenon of wall-to-wall Cottages, that means we just have to get rid of terraforming, right? Well, even I am not about to suggest anything like that. Terraforming is super-powerful, terraforming is certainly open for tweaking, but it is also certainly one of the identifying charms of the entire mod. The task is simply to design the game with the understanding that most every tile can be terraformed.
This leads us to the improvements aspect of the game. There are no CW gripes about Plantations, Camps, or Fishing Boats. CW does not complain about Farms or Mines atop special resources. CW is entirely concerned with the improvements built on the vast majority of ordinary, non-resource tiles. This is where the Cottage thrives, the Lumbermill hangs on, and the Workshop, Watermill, Windmill, Mine, and Farm go begging for emplyoment.
This is probably a good time to define the Specialist as a tile improvement. Every Specialist in a city acts like an extra zero Food tile. Here the Specialist often loses the comparison to the Cottage tile, especially the fully matured Grassland/Town tile. Terraforming ensures the tile can feed itself if the population works the tile. If the population works as a Specialist, some other way must be found to feed that Specialist. It is generally better to work 2 Grassland/Towns than one Grassland/Farm plus one Specialist. Thus the Cottage contiinues to predominate.
Is this is yet another symptom of the underlying problem, might it also lead us to a solution? Terraforming leads to more Grassland which leads to more Food. More Food means fewer Farms and more Cottages. If Food were made more valuable, Farms could become competative with Cottages.
One way to do this is to make Specialists more valuable. The output of one Farm + one Specailist should be roughly balanced against the output of two Grassland/Towns. This would be further modified by Civics selection, buildings built in town, and traits - all of which may or may not be available to a given racial/religious combination.
It is overly simplistic to make the equation 2 Cottages = 1 Farm + 1 Specialist. For one thing that does nothing to help out Windmills, Watermills, and their ilk. But it's a decent start to an examination of the available choices.
It is the Civics angle that takes this start and brings it on home. Right now very few Civcs directly affect tile production. Aristocracy is a clear example. Conquest allows excess Food to construct units. Name Escapesme reduces Food production by 10%. Scientific Discipline adds one Beaker per Specialist (which we now define to be a tile improvement.) Can this concept be extended to reward / encourage different routes to economic excelence?
What does this mean other than a vague plagerization of a Simpson's episode? It means a percieved 'builder' civ such as the Elohim might find their economic sweet spot to be centered on a Cottage economy. But a percieved 'aggressor' nation such as the Clan might find its sweet spot involves a lot of labor camps ... er, I mean workshops, churning out hammers.
Can this be done in the game or is it just a bunch of wishful thinking? Well, I am no mod programmer but I believe so. Some Civics are limited by State Religion. It might be nice to limit some Civics by race, alignment, leadership trait, or vocation too. If that is not programmable, or even if it is, diplomatic bonuses and penalties can be built into certain civics to make certain combinations improbable. The idea is to use the Civics mechanism as a targetable adjustment to a given civilization's performance.
For instance consider the Cultural Values group. These could be reworked a bit to further emphasize the old Good/Evil thing. At one ond of the scale hammer production goes up thanks to the work you to death ethic, but Cottage tiles cannot fully mature into Towns. In the middle, neutral-aligned range outdoorsy stuff like Plantations, Camps, Fishing, and Pastures tend towards better Food production than we see now. At the Good end of the spectrum, the Cottage strategy blooms as Town growth is allowed and perhaps even rewarded with an extra
.
The exact details above aren't imporant just so long as they manage to communicate the concept. The idea is that Civics can be used to change a given kingdom's economic 'sweet spot'. By making different Civics attractive to different civilizations, we encourage them to develop entirely different economic systems. The idea is worth pursuing because it promises to be win-win. It is both self-balancing, and it is very flavorful.
Unless this is all just the coffee talking. Ahh ..

There are three tools to land management in Civ, Improvements, Terraforming, and Civics. Regardless of the tool, the goal is always to optimize the yeild of



Improvements: Conventional Wisdom holds that the Cottage improvement reigns supreme over most every other improvement. FfH end-game empires are often dominated by Cottages, with some Lumbermills especially river Lumbermills for hammers. Some players feel the over-abundance of cottages is a symptom of poor performance somewhere in the land management system.
Terraforming: Conventional Wisdom has this as arguably the biggest land management difference betweem Civ and FfH. All realms can obtain the Spring spell. At a minimum, all Desert tiles can be converted to productive territory. The Vitalize spell and Genesis take things further. All realms save the Khazad can convert virtually every tile in their realm to Grassland, if so desired. This allows players the option of building many many self-feeding Cottages. Terraforming drasticaly reduces the role of the Farm, as compared to Civ.
Civics: A few civics affect the resources extracted from tiles, but not very many. Most are geared to governing city population growth (happiness, health) or resource conversion (culture, gold, beakers). Conventional Wisdom has little to say with regard to Civics and land management, other than a recent discussion over the merits of Aristocracy. (A significant number of players feel Aristocracy's Food penalty too high a cost for the return in Commerce.) Perhaps this is a good time to think about new ways in which Civics can play a direct role in FfH land management?
And?
If terraforming is the culprit behind the the phenomenon of wall-to-wall Cottages, that means we just have to get rid of terraforming, right? Well, even I am not about to suggest anything like that. Terraforming is super-powerful, terraforming is certainly open for tweaking, but it is also certainly one of the identifying charms of the entire mod. The task is simply to design the game with the understanding that most every tile can be terraformed.
This leads us to the improvements aspect of the game. There are no CW gripes about Plantations, Camps, or Fishing Boats. CW does not complain about Farms or Mines atop special resources. CW is entirely concerned with the improvements built on the vast majority of ordinary, non-resource tiles. This is where the Cottage thrives, the Lumbermill hangs on, and the Workshop, Watermill, Windmill, Mine, and Farm go begging for emplyoment.
This is probably a good time to define the Specialist as a tile improvement. Every Specialist in a city acts like an extra zero Food tile. Here the Specialist often loses the comparison to the Cottage tile, especially the fully matured Grassland/Town tile. Terraforming ensures the tile can feed itself if the population works the tile. If the population works as a Specialist, some other way must be found to feed that Specialist. It is generally better to work 2 Grassland/Towns than one Grassland/Farm plus one Specialist. Thus the Cottage contiinues to predominate.
Is this is yet another symptom of the underlying problem, might it also lead us to a solution? Terraforming leads to more Grassland which leads to more Food. More Food means fewer Farms and more Cottages. If Food were made more valuable, Farms could become competative with Cottages.
One way to do this is to make Specialists more valuable. The output of one Farm + one Specailist should be roughly balanced against the output of two Grassland/Towns. This would be further modified by Civics selection, buildings built in town, and traits - all of which may or may not be available to a given racial/religious combination.
It is overly simplistic to make the equation 2 Cottages = 1 Farm + 1 Specialist. For one thing that does nothing to help out Windmills, Watermills, and their ilk. But it's a decent start to an examination of the available choices.
It is the Civics angle that takes this start and brings it on home. Right now very few Civcs directly affect tile production. Aristocracy is a clear example. Conquest allows excess Food to construct units. Name Escapesme reduces Food production by 10%. Scientific Discipline adds one Beaker per Specialist (which we now define to be a tile improvement.) Can this concept be extended to reward / encourage different routes to economic excelence?
What does this mean other than a vague plagerization of a Simpson's episode? It means a percieved 'builder' civ such as the Elohim might find their economic sweet spot to be centered on a Cottage economy. But a percieved 'aggressor' nation such as the Clan might find its sweet spot involves a lot of labor camps ... er, I mean workshops, churning out hammers.
Can this be done in the game or is it just a bunch of wishful thinking? Well, I am no mod programmer but I believe so. Some Civics are limited by State Religion. It might be nice to limit some Civics by race, alignment, leadership trait, or vocation too. If that is not programmable, or even if it is, diplomatic bonuses and penalties can be built into certain civics to make certain combinations improbable. The idea is to use the Civics mechanism as a targetable adjustment to a given civilization's performance.
For instance consider the Cultural Values group. These could be reworked a bit to further emphasize the old Good/Evil thing. At one ond of the scale hammer production goes up thanks to the work you to death ethic, but Cottage tiles cannot fully mature into Towns. In the middle, neutral-aligned range outdoorsy stuff like Plantations, Camps, Fishing, and Pastures tend towards better Food production than we see now. At the Good end of the spectrum, the Cottage strategy blooms as Town growth is allowed and perhaps even rewarded with an extra

The exact details above aren't imporant just so long as they manage to communicate the concept. The idea is that Civics can be used to change a given kingdom's economic 'sweet spot'. By making different Civics attractive to different civilizations, we encourage them to develop entirely different economic systems. The idea is worth pursuing because it promises to be win-win. It is both self-balancing, and it is very flavorful.
Unless this is all just the coffee talking. Ahh ..
