Still think my solution was better, but thisis something at least I suppose
You asked for a mule, and I gave you a stallion!

G
Still think my solution was better, but thisis something at least I suppose
You asked for a mule, and I gave you a stallion!
G
Thats really not the way I see it. Having powerful improvements that are strong by themselves is a lot more interesting than weaker improvements that buff nearby tiles.
Thats really not the way I see it. Having powerful improvements that are strong by themselves is a lot more interesting than weaker improvements that buff nearby tiles.
BUT I do see that a lot of the frustration around UIs is that they are either so strong that they're always better than improvements (and should be spammed), or they're 'just good enough' to be built, but 'not good enough' to compensate for lost yields, especially when related to improvements with adjacency bonuses.
That's the central issue here, and being able to buff improvements around UIs makes up for the potential loss, otherwise we remain in a constant seesaw of balance.
That was why the idea wasn't to buff the UI, but to make it easier to build, if the polder is buildable at every freshwater tile it doesn't really matter if that one marsh-tile is in the middle of your farmcollection. You'll have plenty of polders anyways, so that one tile wont really matter.
The next best thing to building really powerful unique improvements is to get to build your unique improvement a lot.
If you can build it on every freshwater tile, it is no longer a polder - it is a farm.
If you can build it on every freshwater tile, it is no longer a polder - it is a farm.
G
I agree. Making it too easy to build just makes it a buffed farm. That's the same way I feel about the "you should always build this over a farm" argument.
I really like the idea of a UI that buffs surrounding improvements in some way. I'm not sure it should be the Polder. Polders boosting nearby Farms also doesn't seem right, thematically. They were used all, not because there weren't other options, but because they provided flat out better farmland than other options. From a thematic standpoint, I really like the idea of the Dutch using more Polders than Farms.
As for the 'any freshwater' part, real world flood plains happen in rivers outside of deserts. If we want the Polder to be buildable in more tiles, without it being any freshwater, land was also reclaimed from the sea (ESPECIALLY by the Dutch). So, let them be built coastal, as well as lakes, flood plains, and marshes?
I just want a bunch of multi-coloured windmill farms in my land ^.^
Honestly, I'd rather see a food bonus to adjacent tiles than culture. The Dutch get plenty of culture from their UA. Extra food would make progress or authority Dutch more viable.
Which brings us back to the 'improve other tiles around it' concept to make up for the break in farm adjacency.
G
I don't think so? I'm saying I LIKE breaking up farm adjacency, since that means there's actually a decision to make. If we "make up for the break", then I'm back to building Polders everywhere I can.
I guess maybe I'll end up trying to maximize the farm territory around a Polder? I doubt it will work out very well.
We're not all on the same page as to what the intended balance point of the Polder should be. Until we can hash that part out, the discussion is going to have a low signal to noise ratio, as people will be pulling for their preferred point.
The more I think about it, the less I like balancing Polders so that building a farm might make more sense. The entire idea behind Polders, and the reason they are used all over the world, is they provide hyper-fertile farming and pasturage. It should be a direct upgrade to building a farm, in every situation, in the same way the Brazilwood Camp is a direct upgrade from the Jungle Lumber Mill.
Put another way, if one of my three Unique abilities of my civ, the things that are supposed to make me special and feel cool and powerful, which requires a late Medieval tech to even build, is in direct competition with the most basic improvement of the game that everyone can build from Turn 1, then it doesn't feel special or cool or powerful. I never wish I could build a Temple as Byzantium, a Custom House as Germany, a Circus as the Celts, a Granary as Mongolia, or the Courthouse as Persia. I never want to use less than 6 Kasbahs per city as Morocco, and the times I'm forced into it are poor city placement and feel lousy.
It's only with the Eki, the Polder, the Encampment, and the Terrace Farm where we ask players to decide between using one of their special uniques and the most basic improvement in the game. Eki and Encampment are worth building anyway. I'd like to see the UIs themed on being objectively better farms, actually be better farms in every situation.