Is deforestation becoming a problem in your games? Do you ever build workshops before the guild technology? Do you ever make woodmills at all? I have been playing around with mods for weeks and have played extensively with the slower tech and balances mod. I like many ideas that people have been floating out there in the forums. So I wanted to bounce these ideas off of other modders to see what you think of it all before I make all of my changes...
Issues I have come across: The map becomes deforested and jungles are removed very early on in the game. Some of the improvements are not improvements at all and are rarely if ever used in the game...
I think early deforestation is unrealistic. Based on a standard sized map each tile represents a huge amount of area. Although technology to remove trees has been around since the bronze age I do not think wholesale deforestation of huge areas was available until later in history.
Therefore I will modify the game like so: Forest will not be able to be removed until machinery. Jungle should be very hard to remove and should not be removable until steam power. Workers can plant forest with paper technology, but it will take a long time to reforest these large areas.
Now to rebalance the game and make deforestation more of a choice and not so much of a given.
Forest will be a -1 food, +1 production (this makes them more neutral)
Jungle stays the same at -1 food
All improvements can be built on tiles that have forest or jungle when the tech for that improvement is discovered. These improvements will not however remove the jungle or forest. Thus you can have a farm or a mine in the jungle/forest but it will not be as productive a tile for food.
Roads can be made in forest with bronze working and iron for jungle so no change there.
To balance the improvements and to make more plausable choices. Note only the things I mention will change and the rest of the values for an improvement/resource will stay the same.
Lumbermill will be available with machinery and will be +1 production, +1 commerce, also +1 production with replaceable parts and +1 commerce next to river.
Watermill will be +1 commerce as soon as available and +1 commerce with electricity instead of +2 with electricity.
Workshops will no longer be -1 food, +1 production with state property instead of +1 food, and will add +1 commerce with electricity.
Forts will add +1 production with machinery, +1 commerce with currency. This will make up a little for forts not being allowed with other improvements.
To make up for civs stuck in jungle areas and to help those in tundra or highly forested areas I suggest the following changes.
Make deer more plentiful on tundra, forested spaces, and add them to jungle spaces. After all there is wild game in jungles too!
Increase the food output from bananas and sugar to +2, and +2 with plantation. Spices to +1 food, +1 food with plantation.
Increase rice food output to +2 with farm.
Increase Whales to +1 food, +1 food with whaling boats, +1 production, +1 prod with whaling boats.
Make Fur to also have a +1 food with camp. After all some of those animals have got to be yummy.
With these changes I would expect the following "not necessarily intended "results.
1) growth would be slowed a bit now that forested areas decrease food values. I like this as I think civs grow a little too fast.
2) Some civs would be stuck in a hard spot with bad terrain especially now that jungles last a lot longer into the game. But the better values for "bad terrain" resources should help a little and it is realistic isn't it? Shouldn't civs living in a world of poop have a harder time?
Issues I have come across: The map becomes deforested and jungles are removed very early on in the game. Some of the improvements are not improvements at all and are rarely if ever used in the game...
I think early deforestation is unrealistic. Based on a standard sized map each tile represents a huge amount of area. Although technology to remove trees has been around since the bronze age I do not think wholesale deforestation of huge areas was available until later in history.
Therefore I will modify the game like so: Forest will not be able to be removed until machinery. Jungle should be very hard to remove and should not be removable until steam power. Workers can plant forest with paper technology, but it will take a long time to reforest these large areas.
Now to rebalance the game and make deforestation more of a choice and not so much of a given.
Forest will be a -1 food, +1 production (this makes them more neutral)
Jungle stays the same at -1 food
All improvements can be built on tiles that have forest or jungle when the tech for that improvement is discovered. These improvements will not however remove the jungle or forest. Thus you can have a farm or a mine in the jungle/forest but it will not be as productive a tile for food.
Roads can be made in forest with bronze working and iron for jungle so no change there.
To balance the improvements and to make more plausable choices. Note only the things I mention will change and the rest of the values for an improvement/resource will stay the same.
Lumbermill will be available with machinery and will be +1 production, +1 commerce, also +1 production with replaceable parts and +1 commerce next to river.
Watermill will be +1 commerce as soon as available and +1 commerce with electricity instead of +2 with electricity.
Workshops will no longer be -1 food, +1 production with state property instead of +1 food, and will add +1 commerce with electricity.
Forts will add +1 production with machinery, +1 commerce with currency. This will make up a little for forts not being allowed with other improvements.
To make up for civs stuck in jungle areas and to help those in tundra or highly forested areas I suggest the following changes.
Make deer more plentiful on tundra, forested spaces, and add them to jungle spaces. After all there is wild game in jungles too!
Increase the food output from bananas and sugar to +2, and +2 with plantation. Spices to +1 food, +1 food with plantation.
Increase rice food output to +2 with farm.
Increase Whales to +1 food, +1 food with whaling boats, +1 production, +1 prod with whaling boats.
Make Fur to also have a +1 food with camp. After all some of those animals have got to be yummy.
With these changes I would expect the following "not necessarily intended "results.
1) growth would be slowed a bit now that forested areas decrease food values. I like this as I think civs grow a little too fast.
2) Some civs would be stuck in a hard spot with bad terrain especially now that jungles last a lot longer into the game. But the better values for "bad terrain" resources should help a little and it is realistic isn't it? Shouldn't civs living in a world of poop have a harder time?