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Putting out fires in forest destroys the forest?

Alzara

Emperor
Joined
Jan 2, 2008
Messages
1,214
Location
Florida
Hey guys

Noticed this over my last few games, but when you use spring to put out a fire on what was once a forest, you end up with an empty square (instead of burnt forest).

Is this intended?

Al
 
never noticed that but in patch J, I think?, when you burned a Jungle it would regrow as a forest. Not sure if it does now though.
 
thats because the flames are a feature which replace the forest and it is supposed to turn itself into a burnt forest over time. Spring just removes the flames feature so no burnt forest is ever generated. its a bug that i cant see a fix to :(
 
Can't spring replace flames by burnt forest instead of by nothing ?
 
Do ancient forests burn?
Why can't i build a lumbermill on ancient forests i conquer from my rivals?
 
The problem is if spring replaced fire with burn't forest, you could end up with an area with a fire (i.e. burning sands) which is then "improved" to have a forest.

Can you not build lumbermills in ancient forest? I suppose the trees are too tough lol. Still it would make ancient forests awesome!

Al
 
I think that in my modmod I'll let you build them in ancient forests, and require at least Iron Working to clear Ancient Forests at all. Elves would still be unable to build lumber mills.

Also, I'll eventually add events that cause lumber mills to clear to many trees, destroying the forests and the improvement (since there is nothing left to cut down and mill). There may be options in this event, some of which would really anger FoL civs/citizens in FoL cities.

I also added Forest Preserves from BtS, and gave them excellent synergy with FoL and Guardian of Nature. They can cause happiness, free specialists, and with Commune with nature will boost food and commerce. Plus, they help spread the feature they are on, including Ancient Forests.


I'm not sure I like that only FoL lands get ancient forests. I may change this, at least so that unowned land can have tis forests turn ancient, maybe all forests (perhaps only unworked forested tiles?). This would have to make the overall rate of changing be lower, but with forests preserves to spread them it isn't that big of a deal.


I'm also trying to decide whether I should include a lumber resource. If so, I'd probably make lumber mills create it and make it a prereq for later ships and siege units.
 
The problem is if spring replaced fire with burn't forest, you could end up with an area with a fire (i.e. burning sands) which is then "improved" to have a forest.

Can you not build lumbermills in ancient forest? I suppose the trees are too tough lol. Still it would make ancient forests awesome!

Al

Then check the terrain under the fire. If burning sand then flames go to nothing, else they go to burnt forest. It doesn't seem so complicated to slightly improve the system (even if never 100% perfect)
 
Alzara said:
Can you not build lumbermills in ancient forest? I suppose the trees are too tough lol. Still it would make ancient forests awesome!

Al

What you can do is build lumbermills in regular forests, adopt Fellowship of Leaves, and wait for the forests to become ancient forests, so you eventually have ancient forests with lumbermills. Of course, you don't know how long it will take for your forests to become ancient forests. Also, if hell terrain spreads into your territory, you'll ultimately lose the forests and lumbermills, but you can at least benefit from them for a time.
 
Can't spring replace flames by burnt forest instead of by nothing?

Then check the terrain under the fire. If burning sand then flames go to nothing, else they go to burnt forest. It doesn't seem so complicated to slightly improve the system (even if never 100% perfect)

those would work. and quite an easy fix too i immagine.
 
Then check the terrain under the fire. If burning sand then flames go to nothing, else they go to burnt forest. It doesn't seem so complicated to slightly improve the system (even if never 100% perfect)

You could also add a check for improvements/workers, in order to solve the "exploit" of stationing workers in fiery forests and building improvements there.
 
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