Regarding the recently suggested ideas about Vassalage maintenance, lumbermills, and preserves:
These do look good, and I'm quite fond of the idea of adding the Forest Preserve in sooner if possible, for the reasons already stated (e.g. the bonus forest growth chance). Monarchy is a huge tech already, but on the other hand the Forest Preserve would be a bit of an afterthought (if its +happiness doesn't come until Scientific Method), and it does make sense in a role-playing type of context for the reasons TWtA already stated. Royal hunting grounds certainly existed in a variety of luxury contexts throughout history, and other groups (e.g. various Native American tribes) were also known for having a good ecological relationship to the forests in their area.
I like the idea of Vassalage giving reduced maintenance from number of cities. It makes sense.
Lumbermills as proposed are probably worth giving a try. The first non-manpowered lumbermills in real history were Watermills and Windmills anyway if memory serves, so the riverside aspect at least makes a good bit of sense. (One of the other ideas I toyed with this morning was tweaking Watermills so that they can be built without Clearing a forest but making their hammer/commerce output a little bit different.)
Also, while running some errands, I had a eureka moment about the Fort conundrum.
It's a take-off on something Hase posted before. See if this idea sounds interesting and doable: Forts keep their current PIG commerce bonuses, but only while at least one military unit is stationed on them.
First of all, I figure this would probably be hard to code. Secondly, it might not be a minimalist enough change. However, it seems like it would solve several potential problems at once:
-Along with the Lumbermill change, it would reduce the potential goofiness currently involved in mass-building forts in a forested BFC. It isn't worth the cost in unit upkeep to man a ton of forts in most cases.
-It would indirectly give a benefit to both Vassalage (more free units who could take up the peacetime duty of chilling on fort tiles and providing the +1 or +2 commerce) and Nationhood (if you're massing up drafted units, you might as well take advantage of their presence and have them man your forts before they deploy--which actually makes a degree of role-played sense as well).
-This one is a biggie for me: it would encourage players to leave a defensive unit or two on any forts in their territory at all times if possible, and not just during war, which is helpful for staying in the "my forts can help keep my territory safe in case something unexpected happens" mindset regarding them. As it stands it's pretty easy to just hit the micromanaging equivalent of the Snooze button and stick all your units in city tiles (particularly under HR) unless you plan on doing something strategic with them in the immediate future.
On the other hand:
-The AI probably wouldn't realize how to use this properly unless a unit happened to be standing on the tile in question at the time the worker got the Build order.
Food for thought. Does the coding behind that sound reasonable at all, PoM? (I know almost nothing about Civ4 modding.)
Edited p.s.:
I would vote for removing the happiness bonus from the forest preserve until Scientific Method has been researched, or something along those lines. (Give it a tech or civic requirement to get the +happy.)
Maybe they could get a commerce or (limited) happiness bonus with Paganism? (I'm only slightly kidding there, actually.)
These do look good, and I'm quite fond of the idea of adding the Forest Preserve in sooner if possible, for the reasons already stated (e.g. the bonus forest growth chance). Monarchy is a huge tech already, but on the other hand the Forest Preserve would be a bit of an afterthought (if its +happiness doesn't come until Scientific Method), and it does make sense in a role-playing type of context for the reasons TWtA already stated. Royal hunting grounds certainly existed in a variety of luxury contexts throughout history, and other groups (e.g. various Native American tribes) were also known for having a good ecological relationship to the forests in their area.
I like the idea of Vassalage giving reduced maintenance from number of cities. It makes sense.
Lumbermills as proposed are probably worth giving a try. The first non-manpowered lumbermills in real history were Watermills and Windmills anyway if memory serves, so the riverside aspect at least makes a good bit of sense. (One of the other ideas I toyed with this morning was tweaking Watermills so that they can be built without Clearing a forest but making their hammer/commerce output a little bit different.)
Also, while running some errands, I had a eureka moment about the Fort conundrum.
It's a take-off on something Hase posted before. See if this idea sounds interesting and doable: Forts keep their current PIG commerce bonuses, but only while at least one military unit is stationed on them.
First of all, I figure this would probably be hard to code. Secondly, it might not be a minimalist enough change. However, it seems like it would solve several potential problems at once:
-Along with the Lumbermill change, it would reduce the potential goofiness currently involved in mass-building forts in a forested BFC. It isn't worth the cost in unit upkeep to man a ton of forts in most cases.
-It would indirectly give a benefit to both Vassalage (more free units who could take up the peacetime duty of chilling on fort tiles and providing the +1 or +2 commerce) and Nationhood (if you're massing up drafted units, you might as well take advantage of their presence and have them man your forts before they deploy--which actually makes a degree of role-played sense as well).
-This one is a biggie for me: it would encourage players to leave a defensive unit or two on any forts in their territory at all times if possible, and not just during war, which is helpful for staying in the "my forts can help keep my territory safe in case something unexpected happens" mindset regarding them. As it stands it's pretty easy to just hit the micromanaging equivalent of the Snooze button and stick all your units in city tiles (particularly under HR) unless you plan on doing something strategic with them in the immediate future.
On the other hand:
-The AI probably wouldn't realize how to use this properly unless a unit happened to be standing on the tile in question at the time the worker got the Build order.
Food for thought. Does the coding behind that sound reasonable at all, PoM? (I know almost nothing about Civ4 modding.)
Edited p.s.:
Its happiness bonus would mean a lot more if it was available earlier. Its happiness bonus applies to all cities it's in the BFC of, making it a very powerful improvement on what used to be an otherwise mostly useless plains forest, for example. At that stage of the game happiness is a bigger limiter on growth than health. Later in the game when the forest preserve is made available like in unmodded BtS, health becomes the bigger problem so the forest preserve is not as potent (but still a good improvement for some cities).
I would vote for removing the happiness bonus from the forest preserve until Scientific Method has been researched, or something along those lines. (Give it a tech or civic requirement to get the +happy.)
Maybe they could get a commerce or (limited) happiness bonus with Paganism? (I'm only slightly kidding there, actually.)