Tile Yields

Varek

Chieftain
Joined
Dec 17, 2005
Messages
20
Location
Canada
Is anyone else curious why they changed the coastal tiles to only supply one food? Also why a Deer doesn't give a food buff?

I've already changed the yields in my game back to what I remember (or think i remember) from previous games, just wondering if anyone has any ideas why they made these changes? Am I unbalancing something by making these adjustments?

Thoughts?
 
Presumably it's less because your Harbor buildings can yield food and with the power of trade routes, the game has the space to reflect that empty coastal tiles are, well, empty. Who knows though.
 
I changed mine to 2 food as well, and you have to remember that harbor buildings don't give +1 food per tile the way civ v light house worked... they only give a flat +1/2 food
 
Yeah I found the default game kind of made coastal cities kind of weak because of that. I switched it back to 2 and so far I haven't noticed anything unbalancing. Definitely makes me more likely to settle on the coast without requiring 2 or 3 bonus resources to start. I think it really hurt Norway England and Japan too as you want to be coastal with them but the tiles just don't give you a good start unless you get lucky.
 
What file did you edit for this?? I too think coastal is weak, especially because technically you lose half the tiles to build on, and if you're not next to a river you have terrible housing.. There really isn't much point in being coastal instead of being a few tiles away and building a harbour..
 
Hi,

The values are in Terrain.xml but I changed it with the following code which I just put in my Tweak.xml mod file:

<Terrain_YieldChanges>
<Update>
<Where TerrainType="TERRAIN_COAST" YieldType="YIELD_FOOD" />
<Set YieldChange="2"/>
</Update>
</Terrain_YieldChanges>


-V
 
Last edited:
Correction: if you don't want to do the above code, the value is set in ../Base/Terrains.xml file:

<Terrain_YieldChanges>
<Row TerrainType="TERRAIN_GRASS" YieldType="YIELD_FOOD" YieldChange="2"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_FOOD" YieldChange="2"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_GOLD" YieldChange="1"/>
<Row TerrainType="TERRAIN_OCEAN" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_SNOW_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_DESERT_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
</Terrain_YieldChanges>
 
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