Too Many Mines (Suggestions for Limiting Them?)

SayHayKid

Prince
Joined
Oct 30, 2022
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Aesthetically, it is bad enough that every inch of my empire is covered by roads/railroads, but mines on every grassland (plus other terrain) is just too much. Makes the late game map look like poo poo. Anybody, have some suggestions for alternative mine graphics that are minimalistic? Or perhaps no mines on grasslands, but then I need to compensate by boosting production some other way. Maybe some additional resources? I have added forge (iron in radius) and windmill (granary) that boost production 25%.

Maybe I remove mining all together for grassland and allow Windmill without Granary requirement, add Watermills with rivers, etc. to have buildings boost productivity instead of mines, mines, mines everywhere.
 
I can certainly sympathise with the aesthetic objection (I especially hate to see the AI's "minefields" choking the growth of any Plains-towns that didn't have immediate access to freshwater in the early game), but the gameplay problem with removing the Mining job from Grassland is that it tends to leave Grassland-towns (including those originally founded near Jungle- and Marsh-tiles) very shield-poor -- particularly in the more distant towns, after Corruption has taken its bite out of the base-shields harvest.

(Floodplain-towns already have this low-shield problem in the epic-game, but at least they usually also have plenty of mineable Deserts nearby to compensate)

So even if the suggested production-boosters were each giving at least +50% (and could be stacked without breaking the bank with building maintenance!) there still won't be much for them to magnify in the first place, in the Grassland-towns that really need the extra shields.

My inclination would therefore rather be to make Grass (and Plains!) non-mineable, but compensate by adding 1 shield to the basic Grassland yield (i.e. BGs would therefore give an unimprovable 2 shields -- but this would only affect 1 in 3 non-resourced Grass tiles). If that leaves most maps too shield-rich in the early game, shield-costs could perhaps be increased accordingly.

I'd continue to allow all the other Worker-jobs on Grassland (and Plains), but I would also delay Foresting until the very late game (in my mod, this job is enabled by Ecology, but only for Grass and Plains, not for Tundra).
 
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I would agree with the previous quote, giving both Grassland and Plains 1 shield each with no mine, but I also increase the value of mines on hills and mountains. Deserts probably should have a Shield production of 2 as well. I am not a fan of having mines on every tile either. Buildings that add production are also a good idea.
 
I have been thinking of this same issue. My ideas to improve on this would be : Biq file editing only

1) Uncheck the "Double Worker Rate" box from all techs, or at least delay it's tech until the end of the game.
2) Change government based worker rates, have the default government have higher worker rates than the other ones.

Doing that should slow down the AI from terraforming everything without making the early game go too slow.
 
Hi, I use the following set of rules created by Dreifel to keep the world looking as beautiful on turn 400 as turn 1.

Should be able to find the original post in the forum somewhere, worth a look as it covers far more... below is is an abridged version, taken from my mod.

#GCON_Dreifels'_Terrain_Rules
Dreifels' Terrain Rules
^
^{Dreifels' Terrain Rules,} although the over all effects may appear subtle, in game play terms it means, {Irrigate} Grasslands and Flood Plains, {Plant} Forests on Plains. Hills and Mountains are to be {Mined,} Elven Forrest, Ancient Forrest tiles, build {Roads.}
^
^The changes to the food/citizen ratio and the lowered relative food from Coasts Tiles, but with increased food bonus for Fish and Whales, with the changes in relation to other bonuses for resources with food, all add to the general increased to the 'food by citizen' factor.
^
^When founding a Coastal City, look for a minimum of three {Sea} Tiles within their active range, as the {Costal} Tiles will not give enough food to grow the City.
^
^
^{The above changes} along with the use of Thin Roads, on the Map, means the Map stays beautiful throughout the game, and is not swallowed by ugly mines everywhere!
^
^
^{Thanks Dreifels'}
^
^
^{Grassland, Cities yes} primary use as a food producer when Irrigated, Road allowed.
^
^{Flood Plain, Cities yes} primary use Food production, at which they excel at when Irrigated, Road allowed.
^
^{Plains, Cities yes} maybe Irrigated, but with diminishing returns, will not support a Cities population. The primary use is to be forested for shields as a medium Mine. Roads allowed.
^
^{(continued)}
^
#DESC_GCON_Dreifels'_Terrain_Rules
^
^
^{Forrest, Cities Yes} Forrest Cities are allowed.
^
^{Elven Forrest, Cities Yes} in practice this is really only of use to the Elven Races. Good tiles, build a Road to maximise production.
^
^{Ancient Forrest, Cities No} Good tiles, build a Road to maximise production.
^
^{Hills, Cities Yes} used for Mining, no Irrigation although a Road maybe built.
^
^{Mountains, Cities Yes For Dwarven Races} No for everyone else, used for Mining, no Irrigation although a Road maybe built.
^
^{Volcano, Cities No} can be Mined and a Road may be built to gain additional food, whether it will be worth it in the long run is another matter.
^
^{ Desert, Cities No} Irrigation is not possible, but Roads are.
^
^{Tundra, Cities No} not recommended for anything... although it maybe Irrigated to the same level as an Irrigated Plain if needed, again Trees are you best bet.
^
^{Coast}, weak food production but better with a Resource, Harbour or port.
^
^{Sea}, food production good but better with a Resource, Harbour or port.
^
^{Ocean} food production good but better with a Resource, Harbour or port.
 
Yes, that text's clearly been copied from an (edited) civilopedia.txt page.

Though I'd also be interested to know what the base-yields are for each of those modded terrain types, and also the food required per citizen (sounds like it might have been increased -- maybe to 3 food per citizen per turn?)

(And also how the modder allowed Settling in Mountains only for Dwarves? Mountains Settle-able but Impassable to Wheeled, and all units Wheeled, except the Dwarven Settlers?)
 
Yes, that text's clearly been copied from an (edited) civilopedia.txt page.

Though I'd also be interested to know what the base-yields are for each of those modded terrain types, and also the food required per citizen (sounds like it might have been increased -- maybe to 3 food per citizen per turn?)

(And also how the modder allowed Settling in Mountains only for Dwarves? Mountains Settle-able but Impassable to Wheeled, and all units Wheeled, except the Dwarven Settlers?)
... and roads not allowed on mountains (and the dwarven settlers can additionally have ATR = all terrain roads but this is no must), otherwise each settler with the wheeled flag could build a town on a mountain, when there is a road on it.
 
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I've been forcing limited mines/farms by using the LM terrain. Can't preplace farms and such, but as the game progresses the map is not a sea of repetitive ugliness. -- nor sure how usable this tecunique is for non scenarios though.
 
I've been forcing limited mines/farms by using the LM terrain. Can't preplace farms and such, but as the game progresses the map is not a sea of repetitive ugliness. -- nor sure how usable this tecunique is for non scenarios though.
I was hoping Flintlock would be able to give us an option to redirect the single texture to a texture of our own the same size of the farm texture so we could add variation. Ironically vanilla mines are the less cluttered then any of the modded ones.
 
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