kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,835
Yes and no (*long rant ahead warning*) ... the system is a bit more complicated than that, because there are several algorithms going. Luxuries will probably be less affected, or at least the number of different resources, because those are distributed mainly by the map being divided into regions and with each region (allowing for one starting civ) having roughly the same amount of (different) luxury resources.This is interesting to me. I know that the game likes to stuff desert starts with resources to compensate for the useless tiles so does this same points system mean that luxuries will generally be scarcer on a Plains start?
Secondly, there is an algorith checking for the fertility of each region, and specifically for locating starting positions and checking those. In this process, I think both the overall score as well as the number of fertile plots (which I think means potential for at least 3 Food, or possibly even 4 Food, it's been a while since I looked into it) and productive plots are determined. A starting location needs to meet a certain standard (which I think will depend on your difficulty level) in order to be deamed acceptable, and the game will place bonus resources to make up for low food/production potential in your starting region, the bonus resource of choice depending on what region you start in (Plains will get Wheat, Grass will get Cows or Stone (if low on production), Hills will get Sheep, Tundra will get Deer, etc.). Also in this proces, I think extra luxuries can be assigned to poor regions if the number of luxes are too low compared to the number that needs to be on the map according to the size after the first placement cycle, but overall I think the type of your region will mostly have impact on what and how many bonus resources you will get - as well as how large your region will be.
All in all, the process is quite complicated (there are also steps to check for Strategic resources), I know some people find this approach overly complicated, myself I must say I think it's a bit of a technological marvel. However, there are some small balance issues and inconsistencies in the way some of these scores are applied, not only with the Plains/Grass thing, but also Hills come out strange, because the presence of a Hill will add +1 score to the terrain it sits on, which I think means that Desert hills will add only a score of 2 (native Desert is 1, and then +1), while Grass hills will count as 4 (3+1) and Plain hills will count as 5 (4+1) - and this in spite of all hills giving the same yield in game! (That might be an artefact from an earlier stage of the game where Hills were supposed to add yields additively to base terrain yield, as was the case in Civ4, which seems to be indicated in some of the other terrain files.)
I myself tend to find that Plains starts come out as being very bad, whereas Desert starts tend to be perhaps the strongest, which I think is a bit of a mistake given that Desert is supposed to be a barren terrain, and these scores might carry at least some of the reason for this.