eddie_verdde
Warlord
Shields essentially represent raw materials, that's why forests yield more shields (wood) than a grassland and that's why mountains yield more shields (stone, minerals) than plains.
However, the classical concept of shield output ignores the fact that different communities explore different resources depending on their environments and on their needs...in other words, different civilizations came across with different solutions to the same problems.
Maybe egyptians lacked wood, because they lived in desert areas...but they were able to build things using other materials, such as clay (houses) or reeds (small boats). So, by classical standards (i.e. previous CIV games) a floodplain would be poor in "shields" but for egyptians, floodplains were as rich in "shields" as a forest for romans.
What if non-essential techs could increase the output of various terrain types? If you lived in a desert, you would research 'mud bricks'(avaliable with Pottery), which woudl increase shield output per desert tile. If you had lots of forests around, you could research 'lumberjacking' to get a shield bonus from them. That way you chose what to research based on need.
This would turn the game even more realistic and would present the civers with an interesting and flourishing tech tree...each civ would find a specific path to reach the same goals, depending on the resources available and terrain types.
This would emphasize even more the idiosyncrasies of each civilization and culture just as it happened in the real world.
What was said for shields can be also applied to food.
However, the classical concept of shield output ignores the fact that different communities explore different resources depending on their environments and on their needs...in other words, different civilizations came across with different solutions to the same problems.
Maybe egyptians lacked wood, because they lived in desert areas...but they were able to build things using other materials, such as clay (houses) or reeds (small boats). So, by classical standards (i.e. previous CIV games) a floodplain would be poor in "shields" but for egyptians, floodplains were as rich in "shields" as a forest for romans.
What if non-essential techs could increase the output of various terrain types? If you lived in a desert, you would research 'mud bricks'(avaliable with Pottery), which woudl increase shield output per desert tile. If you had lots of forests around, you could research 'lumberjacking' to get a shield bonus from them. That way you chose what to research based on need.
This would turn the game even more realistic and would present the civers with an interesting and flourishing tech tree...each civ would find a specific path to reach the same goals, depending on the resources available and terrain types.
This would emphasize even more the idiosyncrasies of each civilization and culture just as it happened in the real world.
What was said for shields can be also applied to food.