 |
|  |
 |
|
Chieftain
|
Jul 2008 time: 23:25
| |
|
|
While reading over these threads to try to improve my game, I notice that there is a lot of mention of chopping trees to improve production. The fact that I tend not to do so (looking forward to railroads and lumbermills) might be why I continue to play at lower difficulties. (And I always wondered why I never saw trees in AI territories that I conquered!)
So now my question is this: For the initial city, when you're chopping out workers and/or settlers, do you ever leave those newly denuded lands unimproved, to potentially regrow forest? Or does it all become farms and cottages?
Also, does anyone know the conditions under which a forest will regrow? Are adjacent tiles a factor? Clearly, it wouldn't regrow in an improved tile, but will a road alone prevent tree growth?
|
|
|  |
 |
|
|
Roads retard growth but don't prevent it.
There's no point in improving more tiles than you have city pop, so I'd improve only that many tiles. Others can and should be left alone and adjacent to forest if possible, for regrowth. Those other forest can even be outside the city radius if you've got a few oddball tiles that are squeezed in between a mountain range or something.
|
|
|  |
 |
|
Warlord
|
Feb 2003 time: 23:25
| |
|
|
Chop, but plan ahead. In every city I make a decision on how much forest to keep and how much to chop. Then I decide when to chop (usually when I for a wonder).
|
|
|  |
 |
|
Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
|
Nov 1999 time: 17:25
| |
|
|
I remember somewhere that it requires 3 contiguous forests squares to generate a new forest, So i'll leave a few unimproved squares around those clumps.
And try to break up similar jungle combinations to impede jungle creep.
|
|
|  |
 |
|
|
quote: Originally posted by rah
I remember somewhere that it requires 3 contiguous forests squares to generate a new forest, So i'll leave a few unimproved squares around those clumps.
And try to break up similar jungle combinations to impede jungle creep. |
Really? Learn something new every day. Thanks Rah
|
|
|  |
 |
|
Prince
Paso Robles, California
|
Jan 2006 time: 15:25
| |
|
|
With the new Global Warming dynamics in the late game, I keep way more forests than before. Jungles are cleared however.
|
|
|  |
 |
|  |
 |
|
Settler
|
Dec 2002 time: 23:25
| |
|
|
I looked at the code. Here my results:
- If there is a unit on the tile, there is no feature growth
- Only tile from cardinal directions (north, east, south, west) increase probabilty of feature spread.
- Base probability is: forest: 8, jungle: 16, preserved feature: 64
- this gives a maximal forest: 32, jungle: 64, preserved feature: 256, when all 4 tiles arround have the same feature
- then multiply this probability with FEATURE_GROWTH_MODIFIER from GlobalDefines.xml (=25) in this way: (25+100)/100 or if there is a road, multiply instead with ROUTE_FEATURE_GROWTH (-50) in this way: (-50 + 100)/100
- this gives max. probability for forest: 40, jungle: 80, preserved feature: 320 without road
- A random number between 0 and 10000 must be smaller then this calculated probability --> maximal probability for forest: 0.4%, jungle: 0.8%, preserved feature: 3.2%
But I don't know, if this calculation is per year or per round.
|
|
|  |
 |
|
Deity
Dance Dance for the Revolution!
|
Jan 1970 time: 18:25
| |
|
|
I usually wind up keeping a few forest tiles around every city that has them. While early in the game I'll wait to see if forest re-grows, later on I need those tiles for my city!
|
|
|  |
 |
|
Chieftain
|
Jul 2008 time: 23:25
| |
|
|
quote: Originally posted by Albin
I looked at the code. Here my results:
|
Cool, thanks for digging that up. I tend to "optimize" the map by wedging BFCs right up next to one another, and putting roads everywhere inside the BFC. Now I'm learning that it's not such a good idea!
|
|
|  |
 |
|
Chieftain
|
Jul 2008 time: 23:25
| |
|
|
Sowings, I think you should not plan your empire and strategy around the off chance that trees might grow. There's a possible small benefit if you do that, against much bigger definite and immediate benefits.
|
|
|  |
 |
|
Emperor
Maryland Heights, MO
|
Sep 2002 time: 17:25
| |
|
|
There's a few areas you might want to consider but not much.
Try to avoid roads in all flat tundra without direct access to fresh water especaly pre 1800 AD. And if you have such a tile that's next to a forest outside all city radi, don't chop that forest outside the radi but instead plant a forest preserve there.
|
|
|  |
 |
|
Deity
Dance Dance for the Revolution!
|
Jan 1970 time: 18:25
| |
|
|
I do believe you are wrong. However I also build forest preserves outside of my BFC, in hopes of more trees growing. It also gives my workers something to do.
|
|
|  |
 |
|
Chieftain
|
Jul 2008 time: 23:25
| |
|
|
quote: Originally posted by Nikomakkos
Sowings, I think you should not plan your empire and strategy around the off chance that trees might grow. There's a possible small benefit if you do that, against much bigger definite and immediate benefits. |
Well, I certainly haven't planned on any tree growth, but in the past I basically *never* chopped trees--only cleared jungle. This latest game, I've instead started to chop (and whip) aggressively. I did, however, leave some "first growth" forests in a checkerboard pattern at the edge or just outside of the BFCs for my "builder" cities. I had quite a few forest repops over time. And when I was able to build preserves (even those outside of the BFC), it only increased the regrowth rate!
|
|
|  |
 |
|
Settler
Around
|
Jul 2008 time: 17:25
| |
|
|
Errr.... I've had forest grom on developed tile. It was either incense or deer. Can't remember which one.
Can someone verify this for me?
|
|
|  |
All times are GMT. The time now is 23:25. Apolyton Time is 17:25. |
top of page
|
| | |