Hinin
Emperor
Hello everyone,
After some discussions about unique improvements with @Milae, the idea of allowing every unique improvement to be constructed on resource tiles (with only some improving them) was raised. Since it is an interest subject to debate about, I decided to create a thread on the matter.
What is the current situation here ?
Among all base VP unique improvements :
My problem with the current situation
The Kasbah and Moai have been allowed to be constructed on them because of their (apparently) stricter placement conditions. That said, I actually think that almost each UI has enough reasons to be allowed on resource tiles.
For some, like the Hunnic Eki or the Incan Terrace Farm, placement is actually often more difficult than what can imagine at first sight :
Finally for late improvements (Polder, Château, Feitora, Hacienda), having some crucial spots wasted by random resources can be a source of unnessecary frustration I think.
An exception : the Brazilwood Camp
The only UI I would keep out of this is the Brazilwood Camp, for one simple reason : since it spawns a resource under it when constructed, it makes any previous resource disappear. That's not that major for some minor bonus resource, but quite important for strategic and luxury resources.
Pros and Cons
So, what would be the potential consequences of such a change ? Here are some pros and cons I foresee.
Pros :
Cons :

After some discussions about unique improvements with @Milae, the idea of allowing every unique improvement to be constructed on resource tiles (with only some improving them) was raised. Since it is an interest subject to debate about, I decided to create a thread on the matter.
What is the current situation here ?
Among all base VP unique improvements :
- One can be constructed on resource tiles and improve the resource : Moroccan Kasbah
- One can be constructed on resource tiles without improving the resources : Polynesian Moai
- Most can only be constructed on resourceless tiles : Brazilwood Camp, French Château, Hunnic Eki, Encampment, Portuguese Feitora, Mayan Kuna, Dutch Polder, Incan Terrace Farm, Spanish Hacienda.
My problem with the current situation
The Kasbah and Moai have been allowed to be constructed on them because of their (apparently) stricter placement conditions. That said, I actually think that almost each UI has enough reasons to be allowed on resource tiles.
For some, like the Hunnic Eki or the Incan Terrace Farm, placement is actually often more difficult than what can imagine at first sight :
- For the Eki, the accumulation of the No Fresh Water / Flat terrain / No Resource with the triangle adjacency bonus makes it fairly difficult to efficiently use throughout the game.
- For the Terrace Farm, I think I don't need to explain how frustrating a single sheep on the perfect hill can be for your placement, especially when positionning can change the yields of the UI so much.
Finally for late improvements (Polder, Château, Feitora, Hacienda), having some crucial spots wasted by random resources can be a source of unnessecary frustration I think.
An exception : the Brazilwood Camp
The only UI I would keep out of this is the Brazilwood Camp, for one simple reason : since it spawns a resource under it when constructed, it makes any previous resource disappear. That's not that major for some minor bonus resource, but quite important for strategic and luxury resources.
Pros and Cons
So, what would be the potential consequences of such a change ? Here are some pros and cons I foresee.
Pros :
- Actually quite easy to code. Allowing improvements to be built on resources without improving them simply requires using the BuildableOnResources function. Even I could do it (which means a lot).
- Better mastery over UI placement : there would be of course an opportunity cost when putting a UI on a resource, but it's the player's choice
- Diminishes map contigency : such a change would overall mean more UIs on the map, and a more consistent number of UIs per City from one game to another
- Balance modification : buff for France, Huns, Incas, Shoshones, Portugal, Mayas, Netherlands
- Increases the importance of resource-boosting buildings : previously, these buildings had to only take into account normal improvements, GPTI and Cities when boosting these resources. Not something I'm very concerned about, but I still wanted to mention it.
Cons :
- Yield inflation : the augmentation in UI number on the map means that the civs with one will usually fare a bit better (exception for Morocco and Polynesia, which wouldn't change), and that ideology tenets boosting UIs would need to be toned down a little bit.
- Brazil solitude : the current way Brazilwood Camp works means that it won't be able to benefit from the change => by extension, this means a slight nerf for the civ by comparison
- Noticeable gameplay change : for those who don't want more drastic changes in how the game feels, this change, although minor in term of code, will be felt.
