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What? No forest planting? -
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Originally posted by ayronis
I think the forest cottage idea is a very good one, (and one they probably hadn't considered) but in the meantime, I think they made the right decision for game balance.
Yes, as Sid would say, it makes for some "interesting choices."
A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.
kwpulliam1973 - those types of improvements (The non-traditional irrigation and mines and the like) have an advantage. You cannot use some resources without them (You can see Oil with Physics, for example, but you need to research the tech to get a Well, and build a Well, in order to actually use the resource.) Resources require more than just roads now. As well, non-stragetic resources have uses if you use the non-traditional improvements on them. If you put a Pasture where there is a Sheep resource, your cities will gain more health. This is consistant with all of your cities that are connected. So, in the end, terrain improvements and resources are much more important in Civ4 than it was before.
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Originally posted by Apocalypse Cow
A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.
Yes this would be an optimal solution.
I had reccomended something like this in one of the CIV wish lists somewhere. Could somebody mod this?
1) You need to be able to automate workers without razing all of your forests
2) Plant forest makes sense, you get around the lumberjacking by making the shield harvest bonus only apply until the middle ages or so, and the Plant Forest option appears with Ecology or somesuch.
Originally posted by Apocalypse Cow
A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.
That won't work unless you can reserve specific tiles to not be improved to leave fallow for forest regeneration, which is just a micromanagement mess.
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That won't work unless you can reserve specific tiles to not be improved to leave fallow for forest regeneration, which is just a micromanagement mess.
Regrow?
Ha! I haven't touched a view tiles on purpose so it would grow. Neither the forest nor its adjacent tile has any improvement - it just won't grow!
MOD help: In which file and how do i increase the chance of forest expanding? Increasing the odds would greatly relief my pain
1) You need to be able to automate workers without razing all of your forests
2) Plant forest makes sense, you get around the lumberjacking by making the shield harvest bonus only apply until the middle ages or so, and the Plant Forest option appears with Ecology or somesuch.
Except then you still have eliminated the strategic choice at the beginning of the game: to chop or not to chop?
World builder. I just added some forests where i wanted them But since this also sucks, i'm gonna do something else.
I'm in the process of moding my game.
It shouldn't be hard to add forests as a cottage type. I've already experimented and it looks nice.
It will take time though to adjust the tree scaling and all for each "level" of forestation.
The thing is, it's not a "feature" anymore, but instead an "improvement". By that i mean the game wouldn't recognize it as a full fledged forest. So no chopping bonus.
I'll see what i can do. But first i'll finish my current game
The funny thing though, MattPilot, is that by having regrowth forests work in this way, you sort of avoid one of the other problems with regrowing forests-which is the chop, regrow, chop, regrow exploit. If you can't harvest them for quick HAMMERS anymore, then an exploit is lost. So long as you can eventually gain hammers (yes, people, they are HAMMERS now !) then you can simply say that these are 'plantation/regrowth' forests which cannot be clearfelled, only 'harvested'-if that makes sense!
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