Milaga
Prince
- Joined
- Jan 19, 2008
- Messages
- 470
I've kept my silence for long enough. Ticking clock improvements. There is terrain in FfF (and even more in FF) that will eventually have less improvement options (or none at all.)
You can build a lumbermill on any forested tile. But as soon as those forests become ancient forests you can no longer build a lumbermill. I understand that ancient forest/lumbermill is an incredibly powerful combination. I consider the grassland/ancient forest/lumbermill/riverside tile (3
2
1
) to be the ideal tile. I don't think the current method to limit those is the right way to go.
This problem also presents itself with the two lizardman races in FF. Marshes will eventually turn into swamps. Since a swamp is an improvement no other improvement can be put on it. Once your marsh becomes a swamp you've got to settle on the fact that it will be a food producer. I can't even count the number of times I've had swamps appear while I was trying to make a cottage or workshop. Swamps are nice but for food production they aren't as nice as the farm/agrarianism/sanitation combo. Since marshes on a river are identical to a lizard as a grassland, it stinks that I might not be able to build a farm or cottage there.
One of the reasons I like FF is that since you can build lumbermills from turn 1 ... which makes my FoL strats all the more powerful. I still like the lumbermill at archery but that's a topic for another topic. But there is something about the fact that you have to improve a tile before it changes that really doesn't sit well with me, gameplay wise.
It's late and in the last few days I've been thinking about this I haven't thought of another way to accomplish the same thing without this limitation.
You can build a lumbermill on any forested tile. But as soon as those forests become ancient forests you can no longer build a lumbermill. I understand that ancient forest/lumbermill is an incredibly powerful combination. I consider the grassland/ancient forest/lumbermill/riverside tile (3



This problem also presents itself with the two lizardman races in FF. Marshes will eventually turn into swamps. Since a swamp is an improvement no other improvement can be put on it. Once your marsh becomes a swamp you've got to settle on the fact that it will be a food producer. I can't even count the number of times I've had swamps appear while I was trying to make a cottage or workshop. Swamps are nice but for food production they aren't as nice as the farm/agrarianism/sanitation combo. Since marshes on a river are identical to a lizard as a grassland, it stinks that I might not be able to build a farm or cottage there.
One of the reasons I like FF is that since you can build lumbermills from turn 1 ... which makes my FoL strats all the more powerful. I still like the lumbermill at archery but that's a topic for another topic. But there is something about the fact that you have to improve a tile before it changes that really doesn't sit well with me, gameplay wise.
It's late and in the last few days I've been thinking about this I haven't thought of another way to accomplish the same thing without this limitation.