The Last Conformist-
But that does not help! Once you've "irrigated" the Tundra tile, the realism problem is back in full force!
Then why even bring up the aesthetic problems?
Huts look unrealistic on tundra? Am I missing something there?
The Last Conformist-
But I do not consider keeping to the epic-game values a goal in itself. I just consider them to be the most sensible this side of changed citizen turn consumption in the case of Tundra.
I gathered as much, why I was offering solutions to uber-food giving tundra. But neither of these seem to phase you, I want tundra to be the desert of the North, you want it to be the plains of the North.
The Last Conformist-
I do not understand the sentence "I see no reason whatsoever why some citizen should be able to gather enough from a tundra than from a hill." - either my English is letting me down, or something is missing.
Lets throw in a couple of much(s) and a few commas, then we should be good to go:
"I see no reason, whatsoever, why some citizen
s should be able to gather as much from a tundra tile, as from a hill tile.". Nothing mind blowing, pretty much the same thing Ive been saying for the last few days
.
The Last Conformist-
But having irrigation represent trapping does not seem to make much sense, since trapping does not require any infrastructure to speak about; it's normally done in "uncivilized" areas.
I would imagine hunting parties, trapping, forage parties, skinning, deboning, and fishing parties would be enough to warrant irrigation. Even the North American Native Indians had admirable systems for such things set up. A simple example is the common hunting expeditions by the Sioux in South Dakota. The gathered much from the Buffalo, and I quote
"...hunters relied on the beasts for everything from meat, clothing, and fuel for fire (from dung), to tools, toys, and weapons."
I would imagine such expeditions would require the whole of the tribe to be involved in pre-determined roles.
I imagine much the same thing for 1,000 the people of a village trying to live on tundra. We arent simply talking of each household going off and killing small game to keep his family fed, as then the actual number of people on the tundra would not be sufficient to warrant an entire laborer. It would then just be a piece of land, with no use.
Keep in mind, this would be realistic as miners on a tundra tile (meaning a laborer tending to a mined tundra tile) could not support their own food without the irrigation. Thus you could only have one or the other. A mine or lodgings, shields or growth.
Let me ask you this (yes or no question), is there any possible way I can convince you of wanting tundra 0f, but an irrigation bonus of 1f?
Code:
[b][u]Coast Sea[/b][/u]
Defensive Bonus: 15(originally 10) Defensive Bonus: 10
Movement Cost: 1 Movement Cost: 1
Tile Values- Tile Values-
Food: 1 Food: 1
Shield: 0 Shield: 0
Commerce: 1 (originally 2) Commerce: 1
Terraform Bonuses- Terraform Bonuses-
Irrigation: - Irrigation: -
Mining: - Mining: -
Road: - Road: -
Other- Other-
None None
[b][u]Ocean Wilderland(Originally Jungle)[/b][/u]
Defensive Bonus: 5(originally 10) Defensive Bonus: 10(was 25)
Movement Cost: 1 Movement Cost: 2
Tile Values- Tile Values-
Food: 0 Food: 1
Shield: 0 Shield: 0
Commerce: 0 Commerce: 0
Terraform Bonuses- Terraform Bonuses-
Irrigation: 0 Irrigation: 0
Mining: 0 Mining: 1 (was 0)
Road: 0 Road: 1
Other- Other-
None Does Not Allow Forts. Causes 'attacks'.
[b][u] Volcano Ashland (was Marsh)[/b][/u]
Defensive Bonus: 100(was 80) Defensive Bonus: 10(was 20)
Movement Cost: 3* Movement Cost: 2
Tile Values- Tile Values-
Food: 0 Food: 1
Shield: 1 (was 3) Shield: 0
Commerce: 0 Commerce: 0
Terraform Bonuses- Terraform Bonuses-
Irrigation: 1 Irrigation: 0
Mining: 0 Mining: 1
Road: 1 Road: 1
Other- Other-
Impassable by Wheeled. Does not Allow Cities.