acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
I didn't mean the CH was bad as a district, just that if you look at what it can get adjacency from, without harbors, (land cities are pretty typical in civ games) it's literally +2 for river or not. It doesn't stack (I think it should stack, +2 for each separate named river it touches. Tigris & Euphrates 1-2 punch!) and it ends up being so binary. And for impact, if you don't have harbor triangles, +2 gold is roughly +1 on another district. It just seems like it should have more ways to play around with it, even if that doesn't necessarily make it strong.
I really don't think Commercial Hubs should be buffed. Indeed, I'd like to see Markets get nerfed. I could maybe even see CHs getting further nerfed by not having double adjacency cards for them (I'm sure that's an unpopular opinion - although, equally, I bet no-one even uses the CH adjacency card outside of maybe that CH-Science dedication thingy). Anywho, as it is, Commercial Hubs and Markets are too easy to research and make earning gold too easy compared to many other sources of gold (e.g. Harbours) (although, really, anything that generates gold is currently overshadowed by how much gold you can get from the AI).
I think CHs should have an adjacency for Oasis really more for sake of flavour.
Yay! A thread dedicated to lake-suck awareness! I'm glad I didn't have to be the one to start it.
A couple things I think would help with lakes:
- Let lakes have appeal, and let them contribute to a national-park diamond. Total no-brainer. This gives them utility on-par with mountains for the park game.
- Give lakes some pantheon love. How about a pantheon where lakes tiles grant adjacency bonuses *and* holy sites can be built on lake tiles? Kinda need the latter, because without it you wouldn't be able to get much out of the former. Barring that, the existing River Goddess pantheon could roll in lakes to the +2 housing/amenities bonus.
The only thing that makes me hesitate with all this is, shouldn't there be some things in the game that are just... bad? Doesn't the game get a bit samey if everything is good?
For example. I have mixed feelings about Jungles now supporting lumber mills. I'm not sure how much historical sense it makes anyway - like, I assume 'lumber mills' sort of represent sustainable lumbering versus just clear chopping the forest down. If that's right, I'm not sure you can really sustainably lumber a rainforest - I would have thought as soon as you start chopping and replacing trees it's not going to be a rainforest any more. Historically, if people do anything with Rainforests, don't they just chop them down completely...
(... *Opens Browser*, *Googles "Amazon + Brazil + Satellite Pictures"*, *Blinks*, *Googles "Climate Change"*, *Blinks*, *Googles "Climate Change + Apocalypse + When?"*, * Blinks (Again)*, *Googles "Live on Mars + When?"*, *Sighs (Heavily)*, *Reads Forum Guidelines*, *Decides "probably better not to say anything else"* ... )
... er, anyway ... but leaving aside the whole historical bit. I liked that Jungles were this sort of "terrible" tile, so your only option was really just to chop them (the only questions being "when to chop" and "should I place a campus and get some adjacency before I do chop these jungles"). With the new lumbermill changes, Jungles are no longer really bad - they're just another resource tile. I mean, maybe the change is okay, because you can only lumber them after some serious culture research which is kinda different overall, but I do feel something small got lost making jungles more like woods.
Anyway. Lakes. My point is, shouldn't some things just be terrible? If so, aren't lakes a good candidate for being just terrible? It's not like there's really any lake based civilizations in the game (except for the dutch, and they're fine as is).
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