-GWMod has been fixed but it's difficult to test. Please report it if you actually see it happening in a game - it would help to see a gamesave too.
Worldbuilder a gazillion nukes in a random save game and let loose?

I want to revisit the discussion on lumbermills and forest preserves. I've found the AI has been building a large number of forest preserves which seems to be a problem sometimes. However, I still think the lumbermill could be introduced earlier.
I've noticed the AI builds quite a few Forest Preserves as well.
I never build Forest Preserves. Why?
1. Chopping. Nothing is more important than chopping out early Settlers, Workers and basic infrastructure.
2. Forest Preserves provide +1
, why do I care about +
when chopping the forest provides Hammers for 1-2 Warriors = +1-2
running HR which also becomes available as you obtain Monarchy. In addition chopping the forest allows me to put down a Cottage or a farm...Conclusion? Forest Preserves are useless.
Suggestion?
1. Move Forest Preserves to a later tech era (it is redundant to keep it at Monachy).
2. Buff it by providing insane amounts of +
and -
(say like +3
-3
).Now it might actually be worth it to save a few forests.
I am considering going with the suggestion to simply move lumbermills to Machinery and leave it at that. Can anyone point out a significant problem with that? It boosts the power of Machinery a bit, encouraging less of the top path of the tree which high level players commonly take, and it encourages deviating from the religious path a bit as well.
I disagree.
We don't need to boost Machinery, in vanilla Civ4 BtS it's already quite important in terms of military advance. In PIG it's even more valuable because you need it to research Paper (you know the tech req change you guys made to prevent bulbing Liberalism).
Importantly, it also gives a reasonably early-game alternative to forest preserves as a forest-keeping improvement. Flat grass lumbermills will be a pretty awesome tile but to use the lumbermill requires you don't get the bonus from chopping it and you won't be cottaging or farming it - both things that are usually best for grassland tiles. It will increase the viability of the woodsman promotions which might even need toning back soon. Bringing W3 back to 50% forest/jungle attack (from 60) is on my mind at the moment, but leave the 10% healing (instead of 15%) nerf in place.
I've already covered why forest preserves are useless so I won't go over that again.
The problem with Lumbermills is pertty much the same as the problem with forest preserves. It's so important to chop early that you never want to save Lumbermills for the measly return they give in return. Besides, workshops on grassland when running Caste/State property with the appropatie techs' give about teh same hammer yeild as a lumbermill late on anyway.
Suggestion? Buff Lumbermills slightly, make them "production" powerhouse tiles. Not sure if +2
is too much but perhaps +1
at least. Hard to balance, if the buff is only +1
it might still not be worth it to save the forests and if it's +2
(from what we have today) it might be too strong, hehe.

. Health is not the biggest problem in the early part of the game though.
2
No. +3
or
Is there any update in regards to the Religious changes? I've play-tested a few times now and I really feel the changes suggested improves gameplay by a lot by providing an alternative tech route. I'd love to see it modded in.
Could be worth delaying Computers for this...
(Probably a bad idea though, don't listen to me).
(+3
1 good change is better than 10 okayish changes if the end result is about the same. Especially in a mod that's core idea (in my eyes) is simplicity and not new features you need to study beforehand, which those extensive religious buffs would be. Anything that couldn't simply be found accidentally as a "hey, that's a nice change"-experience during gameplay doesn't belong to what is my perception of PIG mod and in a more gameplay-changing mod instead. Then again I don't develop it or even use it so I'm not much of an authority regarding that