Chopping down & replanting & chopping again is not an exploit. It is a field of economy, called Forestry. The only fault is that after replanting, forest has to grow for 80-100 years to be chopped again. 16 workers do not grow trees faster than 2, believe me This should be changed and everything would be OK.
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What? No forest planting?
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MOD help: In which file and how do i increase the chance of forest expanding? Increasing the odds would greatly relief my pain
Don't think there is one.Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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Micro Managing (controlling every little single thing that's happening in your empire)Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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MM = micromanagement = having to bother yourself with extremely little details and minutiae endlessly to the point of detracting from the gaming experience and causing stress.
I always MM when I can, even if there's an option to avoid it, because I never trust the AI 100% to improve my tiles or my cities the way I'd like.Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!
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I don't see a problem with "infinite forest chop." You are using a dozen workers to achieve the effect, so it isn't "free."
Stupid "fix" for something that ain't broke.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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Its a lot less unbalancing with these more costly workers, but it would still be a daft system if you could plant and chop in a turn. Having the 'cottage' forest or workers consumed to generate a forest in a turn is a better way forward than going back to stacks of workers generating more shields than a whole city.To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
H.Poincaré
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What if you could just designate the forest as "national park" or "do not chop" or something from the game beginning? So that the automated workers do not chop it. From interface point of view it could be an option in the worker action list. You click the worker, and all the "no chop" zones are marked, and you have a button in the worker list which says "no chop" and "remove no chop". And that will make the original "interesting choices" concept workable with automated workers.The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
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Originally posted by MxM
What if you could just designate the forest as "national park" or "do not chop" or something from the game beginning? So that the automated workers do not chop it. From interface point of view it could be an option in the worker action list. You click the worker, and all the "no chop" zones are marked, and you have a button in the worker list which says "no chop" and "remove no chop". And that will make the original "interesting choices" concept workable with automated workers.To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
H.Poincaré
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Originally posted by Platypus Rex
has anyone else see trees grow in game?
It seems to happen with roaded sqares, so far that I have witnessed
If it happens in your land you will get a message, but not in more distant lands.(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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Originally posted by Grumbold
Don't forget another tag to designate land to be left bare for reforestation too. Personally I think that's more fiddly hassle than just allowing the player to regrow a forest at a sensible cost, especially since the autoworkers could easily chop one down that you forgot to label because more important stuff was going on.
I personally do not like regrowing idea. Because it will require MM with workers, because I do not think that automated worker will do what you want, because different players want different things. Do you want cottage or forest? How will AI know that? As it is right now, it is quite easy for AI to build optimum improvements - it does not make sense to put irrigation on horses, as an example. Thus AI can make clear decisions. Not with forest replanting though.
Another thing, the forest planting would come near the end of the game, where you already have lots of cities. Hence to do it manually is really lots of boring staff.The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
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Originally posted by Straybow
I don't see a problem with "infinite forest chop." You are using a dozen workers to achieve the effect, so it isn't "free."
Stupid "fix" for something that ain't broke.
2) there's the other factor of the late-game environmental bonus
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Anyway, I'm baffled that everyone is discussing ways of reintroducing forest planting so that it avoids the infinite forest chop, and discussing whether that is an exploit in the first place, when a Firaxian has stated that leaving out was a deliberate design decision that had to do with a strategic choice unrelated to the infinite forest chop.
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I've done a mix of auto workers and manual workers. In the industrial age now and I still have plenty of forests. It's not that hard to do. The forests also seem to grow back fast enough if there is atleast a few nearby.
I would like to know why auto workers are so obsessed with road building though...maybe it can be turned down somehow.
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