This is a lengthy post. Sorry to people who don't like that. I've split it in three parts, so you can read what you like.
-Chopping
I like the ideas that Coockerygod and cabert have posted in posts 91 and 93.
In one of the firsts posts of this thread, Zombie and I were questioning whether 10 or 15 hammers would be better for the chopping value on normal speed. Maybe a better way to balance it would be 15 hammers with a double chopping time.
In the normal game, chopping takes 2.5 turns (rounded up to 3) at the start of the game. That's a quick improvement if you compare it with the other improvements. Only road building is quicker at 2 turns, but farming takes 5, mining 4, a cottage 4, a workshop 6 and a watermill 8. I think that this is rather strange as cutting down a large area of forested land must not have been that easy in the ancient age. If forest chopping was completely balanced in my opinion, then I might not have considered increasing the time to chop a forest. But it is not completely balanced in my opinion, so increasing the chopping time can be a good way to make it more balanced.
I suggest increasing the time to chop to 6 turns (on normal speed, that is 9 turns on epic) and reducing it's production value to 15 hammers. That way, chopping can still give you a good production value, but it takes some workers to get the job done if there are large areas of forest to be chopped. It also means that you have to choose between building a cottage fast on flatlands without forest or somewhat slower on forested flatlands but with the production bonus of chopping the forest.
You can get a production bonus from forests, but it requires a non-trivial investment in workers.
I suggest increasing the time to chop a jungle from 4 to 8 turns (12 on epic) and giving it a production value of 15 hammers. This may make building cities in the jungle a bit more interesting after iron working enables jungle chopping. I don't see a reason that this might be overpowered as iron working takes a while to develop and jungle tiles are quite bad to start with in this game.
It would be nice if it was possible to increase the yield of forest chopping with metal casting (as suggested by cabert). It would improve the strategy in forest chopping because leaving the forests a while can be beneficial. You would have to choose between a lower number of hammers now and a higher number of hammers later. That is always an interesting strategic choice.
If it is possible to do so, then I would suggest a value of 25 hammers as that would be the value that would make the choice somewhat difficult for me.
I'm not quite sure if it is possible to do this however because there is no similar mechanic in the game and there is no field in the related xml-file to change this easily. It might (stress might) be possible to make the original forest chopping obsolete with metal casting and introduce a better chopping improvement with metal casting. But there is no other improvement that becomes obsolete (can't be build anymore) in the original game, so I don't know if this is possible. Is there anyone reading this who knows if this can be done (preferably with a simple xml-edit)?
-Streamlining the discussion
Often when you're on a forum reading stuff and writing your own opinions, then you want to convince the other people that your opinion is the right one and their opinion is flawed. However, if you start a reply with ridiculing the others opinion or just simply stating that the other person is wrong, then the other poster will often become defensive and not listen to any of the arguments that you're using. He/she will try to show that your opinion is wrong and start ridiculing your opinion. Mostly this will end in two groups of posters where each group ridicules the other groups opinions, but doesn't really listen to the other group.
It is often more effective to first compliment the other on his arguments (even if you think that they are flawed
) and then try to point some minor flaws in their arguments and try to convince them that there is a better way to look at it. There's always a reason why someone thinks the way he/she thinks and if you try to think with them then you can get their ear then you might get somewhere in a discussion. This 'diplomatic' way of reasoning can get you further in a discussion.
The above is not meant to be condescending although it might sound that way. I'm just trying to streamline the discussion in this thread a little.
-The financial trait
Their has been a lot of discussion on this trait in the last few pages. The only trait with which it can be easily compared is the organized trait as that trait is also effecting commerce/money/research. I personally think that the best way is to look at a city and see what both traits do for that city throughout the game. And the best city to compare is one of the first cities that you build as these cities are the most important cities in the game.
It is quite easy to calculate the value of the organized trait for a single city. The civic upkeep costs for a city are close to 2 + 0.5 * N where N is the size of the city (see the civic upkeep thread in the strategy articles subforum). The organized trait reduces this upkeep by 50%, so the value of the organized trait is about 1 + 0.25 * N.
Because inflation increases all the costs in the game by a certain percentage, inflation will increase the power of this trait. If inflation were 100% (which it is in 2050AD), then the organized trait will reduce the cost of the civic upkeep by 1 + 0.25 * N and the cost of inflation by 1 + 0.25 * N.
However, in an epic speed game, inflation will be 0% for the first 160 turns or until 300 AD. After that it will rise by 1% every 5 turns. In 1000 AD, it will only be 14% (value of organized trait becomes 1.14 * (1 + 0.25 N) = 1.14 + 0.285 N), in 1400 AD it will only be 30% (value of organized trait becomes 1.3 * (1 + 0.25 N) = 1.3 + 0.325 N). I don't think that inflation will be very important in this comparison because the most important part of the game is before 1400AD (in general).
Actually, the above is true for a high difficulty level game. The civic upkeep costs are lower at lower difficulty level games and thus the organized trait is weaker. However, I choose to ignore this for the moment.
What is the value of the financial trait for a city? At the start of the game, it will typically be 0 as you will not have any cottages then and also no gold mines. Also, you will typically not be using coastal tiles because you need production and food to expand and not commerce. You might be using a sea food resource or a mine after a relative low number of turns.
At this stage of the game (size 3 city or below), the organized trait will give you something like 1 or 2 gold extra. That is a relatively large amount because the amount of commerce at the start of the game is very low.
After you have expanded a bit, you might start using a few coastal tiles for commerce, a few cottages may have been build and grown to produce 2 commerce. Your city is size 6. The organized trait gives you 2.5 gold extra at that moment. The financial trait will probably equal that or better. The reduced version will probably not because the coastal tiles don't help and the cottages have not grown large enough. The financial trait will start to overpower the organized trait from this moment on.
Some 10-20 turns later though, I think the reduced financial trait will have large enough cottages to reach the 2.5 gold mark of the organized trait. From that moment on, also the reduced financial trait will move ahead compared to the organized trait. It will however be a few commerce behind on the normal financial trait as there will be cottages and coastal tiles that give an advantage to the original financial trait and not the reduced financial trait.
The advantages of the organized, the financial and the reduced financial trait have however relatively decreased by now. 2-3 gold for a size 6 city with cottages and trade routes is not as much as 1-2 gold at the start of the game. It will not help you speed up the research as much as at the start of the game (measured in number of turns). I estimate that the reduced financial trait gets 1-2 gold per turn less than the financial trait at this point. This is probably the moment of the biggest relative advantage for the original commercial trait compared to the reduced commercial trait.
If we move forward through time to about 1400 AD, then the advantage of the organized trait has become 1.3 + 0.325 N (see calculation earlier).
The cities are probably something like size 15 and have something like 9 tiles producing 2 or more commerce and 6 tiles producing 3 or more commerce. I'm assuming not pure cottage cities here because one of the goals of this thread is to make the other terrain improvements more viable. And you also have a GP-factory and production cities which reduce the average number of cottages per city. The city also has a 60% bonus on gold/science on average (some cities have every available gold and science increasing building, some don't).
The organized trait has a gold/science advantage of 1.3 + 0.325 * 15 or about 6.
The financial trait has a gold/science advantage of 9 * 1.6 or about 14.5
The reduced financial trait has a gold/science advantage of 6 * 1.6 or about 9.5
However, the gold + science income of these cities without any of the bonuses of these traits are around 40 * 1.6 = 64 so the relative gain is not that huge anymore. This means that the increase in research speed at this moment is not as big as the increase in research speed that the organized trait offers at the starting turns of the game.
I would like to point the readers to a nice thing about the formula describing the advantage of the organized trait that I mentioned before. I said that the organized trait has an advantage of 1 + 0.25 N. This means that once a quarter of the tiles of a city (not counting the center tile) + 1 have a commerce value of 2 or more, then the financial trait surpasses the organized trait. Once a quarter of the tiles of a city (not counting the center tile) + 1 have a commerce value of 3 or more, then the reduced financial trait surpasses the organized trait.
That is a nice way to look at it and gives you a more intuitive feeling about the relative strength of the traits.
I will wait with drawing a conclusion out of the above figures until some people have looked at them and criticized them.