I did like how-in Civ4-you were encouraged to retain some forests for the purpose of building a lumber-yard or a Forest Preserve later in the game. Now in Civ5 we're also hearing how some places will be "Landmark Terrain", which can boost the revenue of a city built near to it. Hopefully this will further encourage players to leave some parts of the land untouched, without forcing artificial caps on them.
On a side-note, I *desperately* hope that these natural wonders are more easily discovered by scouts &/or explorers, because this will make these units more valuable than they currently are.
Aussie.
That said, for combat's sake, forests will be quite important. Even if you're not playing as the Iroquois, you'll want to keep forests in areas where an enemy army might approach. I'm not sure we've seen the actual figures yet for terrain bonus, but it will undoubtedly high, and I bet ranged unit effectiveness for units IN a forest will be quite low.
but then what would be the point in the extra land being in the game, if you could build acity there without experiencing dire maintenance penalties why wouldn't you.
S
Finally, consider that all production and food is both produced and consumed locally. Only items (silk, gold, elephants, iron) that have their origin in the landscape can be traded amongst cities. And, worse yet, these items are binary rather than analog -- you either have them, or you do not have them. Which, once saturation has been achieved internationally, means that they too are only valuable for their effects on local production and consumption. So there's no real reason to seek out strategic assets, and there's definitely no reason to leave land underdeveloped around a city, even if it's worse than land elsewhere.
I've yet to see proof, either way, of how happiness resources will work in this game. Given that Happiness is global, there is no reason I can see for *not* having happiness resources working like Strategic Resources.
Aussie.
CiV is supposed to have limited roads this time around. Well, more precisely, they aren't limited but rather they incur additional costs. That will clean up the map quite a bit. I hope they still provide gameplay incentives for keeping your forests growing. Good politics. Good land use policy. Fun to look at in-game.
So long as the player is not constrained by any costs of development, development will continue until it covers the earth entirely.
Consider workers, if you will. They have a fixed cost to produce and their operating cost is the same regardless of whether they are working, idling, or wandering around at random.
How does every tile being devloped make for a better game? By letting the player choose to limit the maximim number of citys of the map, cities stand out more. As far as workers go. With less cities you need less workers. So you would just spend less.
With a city cap you can still have a insainly populated world, just gives the player more choices.
So long as the player is not constrained by any costs of development, development will continue until it covers the earth entirely.
Or consider the improvements. They have a fixed time cost to produce, their results are exclusively beneficial, and they have no maintenance constraints. Why on earth would I choose to leave a piece of land undeveloped, even if I have no intention of using it?
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Wow, I never thought of it that way. I'm sorry I was ever for an option that you didn't want. How selfish of meWhat is the point of having of these extra game options. Im not gona use a city cap so WHY SHOULD I HAVE TO LOOK AT IT. I don't care if it's a optional rule.
Um, Mars has the same sun...We will when, long after are sun burns out. WE WILL BE ON MARS OR SOME OTHER PLANET