The resource reveal changes in 0.16c

Zuul said:
Maybe move the mana randomly one plot away when you place a city on it?

Yeah, we talked through all the options and just having them revealed from the start seemed the easiest way.
 
Unser Giftzwerg said:
1 :food: 3 :hammers: in Grass, 0 :food: 4 :hammers: in Plains. If a city need Hammers and there are no Hills nearby, Workshops are your answer. I would hesitate to alter any of the improvement functions until 0.16 gets more playtime. They seem to me to complement each other right now.

But with blasting powerder and the possibility of arete you can get mines that are 1 :food: 5 :hammers: on grasslaand hills and 0 :food: 6 hammers on Plains very much comprimising the usefullness of workshops.

It would be nice if workshops had atleast the option of getting better and sacrafice the weak seems to come at a good spot and improves the Ashen Viel a little. Whom has been the "weakest" of the religions. Although I am eager to check out the new hellfire stuff.
 
Nero's fire said:
But with blasting powerder and the possibility of arete you can get mines that are 1 :food: 5 :hammers: on grasslaand hills and 0 :food: 6 hammers on Plains very much comprimising the usefullness of workshops.

It would be nice if workshops had atleast the option of getting better and sacrafice the weak seems to come at a good spot and improves the Ashen Viel a little. Whom has been the "weakest" of the religions. Although I am eager to check out the new hellfire stuff.

I like the idea of having workshops improve over time (like cottages) as well. Perhaps they could provide one or two commerce in the late game. They would not be as lucerative as fully developed towns, but wuold provide something that mines do not. This would give the player a few more things to consider when developing their tiles.

It would be even cooler if the different civs had different maxed out improvements. Humans could gain more commerce from towns than elves do. Upgraded mines for dwarves could offer benefits not available to other civs. Forts could provide an economic return for war-like civs (perhaps with a requirement that units be stationed in them). Elves could benefit more from having forested tiles to work (perhaps elven workers or druids could improve forest tiles to be more advantageous for elven civs).

This would have a neat effect where when a civ conquers a city they take time to adapt the surroundings to their cultural bonuses rather than just working the tiles the way the previous civ developled them. A dwarven player may dismantle cottages to build mines. An elven player may reforest the area around the city. An orcish player may destroy existing improvements (gaining money for raising of course) and replace them with fortifications.
 
Nero's fire said:
But with blasting powerder and the possibility of arete you can get mines that are 1 :food: 5 :hammers: on grasslaand hills and 0 :food: 6 hammers on Plains very much comprimising the usefullness of workshops.

It would be nice if workshops had atleast the option of getting better and sacrafice the weak seems to come at a good spot and improves the Ashen Viel a little. Whom has been the "weakest" of the religions. Although I am eager to check out the new hellfire stuff.

My post said, workshops are a good source of hammers when there are no hills available. A workshop that can be built beats the hell out of a mine that cannot.
 
Can workshops be placed on floodplains? That would be something: 2:food:, 3:hammers:, 1:commerce:. Then use a druid to upgrade to grasslands: 4:food:, 3:hammers:, 1:commerce:. That would keep those production cities chugging along.

With the way the tech tree is now, it is probably easier or at least more lucrative to fully upgrade workshops than mines: Code of Laws (courthouses, aristocracy), Currency (+ 1:commerce: from towns and villages, moneychanger), and Taxation (tax offices) are all on the path to Guilds. Construction would be useful at getting farms all over the place and to get across a river. If your early strategy was to become the lord of commerce, workshops would be useful at least for the middle game. After getting workshops fully upgraded, you could work on getting magic or religious techs because you would have also picked up Ancient Chants early on.

Granted nothing can take on the productive might of a mine on mithril but good luck finding those sights sprinkled all over the place.
 
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