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  • Should forests benefit in a future game patch?

    After following the discussions in several strategy threads, it looks like opening the game by building a worker and then building more workers and settlers quickly by chopping forests is the strongest way to get off to a fast start in the game.

    Although ICS may be dead in Civ IV, early rapid expansion facilitated by chopping probably gets new productive cities in place earlier than by any other method.

    By delaying city growth while a worker or settler is built and by increasing the cost of each, Civ IV attempted to put the brakes on early rapid expansion as the best opening strategy; but chopping nullifies both factors, since it contributes many hammers very quickly while also significantly shortening the delay in city growth.

    I think it might be a good idea for a future patch to address this issue. As things are now, there are many more advantages to chopping than by leaving forests alone.

    The disadvantages of losing a forest are minor and are easily overcome and the underlying terrain can be put to very productive use anyways, as a farm, mine, cottage, workshop, etc.

    Lumbermills are one reason given for keeping forests around, but it takes a long time until they can be built and they only add one hammer (and possibly 1 commerce if next to a river). The health losses due to chopping are very minor and are easily made up in other ways.



    There would be two ways of limiting early chopping as the best opening strategy:

    1) Reduce the number of hammers that chopping provides, making it a less desirable option.

    or

    2) Increasing the benefits of keeping forests in place.



    Of these two, I think adding more benefits to retaining forests is the best way to go, since chopping could be left as an opening option and because there are several simple ways to boost the benefit of keeping forests in place:

    a) The health benefit could be increased.

    b) Forests could also provide happiness, probably on the same scale that they now provide health. People are usually unhappier if there are not any trees around.

    c) Forests could start off with 1 commerce. Increase their starting commerce to two along rivers.

    d) Beef up lumbermills by adding another hammer and another commerce. Rail lines to lumbermills could add another hammer and commerce.

    e) Allow unaltered forests to become National Parks, either by making this an improvement that can be built or by waiting until the Industrial Age for them to achieve this status automatically. National Parks could provide extra culture, happiness, health, and/or commerce benefits to the underlying tiles.

    What do other players think? Would Civ IV be a better game if there were better reasons to retain forests?

  • #2
    I just think that chopping should not give shields for building settlers or workers (since that way you reduce time for which city does not grow, which is in fact exploitable).

    If settler or worker is build those chopped shields should apply to next object/unit/wonder that will be built.

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    • #3
      I've been thinking about lumbermills for some time. I really haven't been happy about them.

      I try to keep forrests as much as possible, only time I do cut them down is if they are right next to my city ( adjacent square) because I don't like giving someone a defensive bonus when attacking my city.

      I did notice LMs already get a bonus with railroads, but I was thinking of adding an extra hammer with combustion (chainsaws?). Only downside is, that is still very late game. Replacable parts is still a long haul just to build them, and when combustion is around, factories are right around the corner, so it might be hammer overkill.

      But yes, I would love to see LMs get a boost in hammers, or at least come earlier in the game.

      Comment


      • #4
        Probably a good idea is to add lumbermills earlier (e.g. with Machinery) and have their bonus increased by Replacable Parts.

        As it is now, if I want production for my cities, I build watermills and workshops which are available much earlier and do not differ that much from lumbermills in the final tile output. So yes, forest preservation tactics is underpowered compared to the "pillage economy" of cutting down forests for hammers and replacing them with farms, cottages, workshops and watermills.
        The problem with leadership is inevitably: Who will play God?
        - Frank Herbert

        Comment


        • #5
          Re: Should forests benefit in a future game patch?

          Originally posted by solo
          e) Allow unaltered forests to become National Parks, either by making this an improvement that can be built or by waiting until the Industrial Age for them to achieve this status automatically. National Parks could provide extra culture, happiness, health, and/or commerce benefits to the underlying tiles.
          Interesting idea.
          You could make this dependend on the size of the forest,
          i.e. only forests of size 7 (8,9,10 or whatever) i.e. this much forest tiled adjacent to each other would be able to reach nation al parc status.
          But probably this should exclude lumber mills from being built there (i.e. as soon as a lumber mill is built upon one of these national parc tiles, the tile looses its national parc status and becomes a normal forest again. It also means that this forest tile doesn´t count towards the number of connected forest tiles needed to reach national parc status (i.e. if due to this lumber mill the number of connected forest tiles falls below the threshold for reaching national parc status, all of these forest tiles loose their national parc status).
          Therefore the national parc bonus (in health/culture/commerce)should be high enough to make up for not being able to build lumber mills there.
          Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
          Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

          Comment


          • #6
            Lumbermills earlier is all they need to do. Making forest more effective would make them too potent. Right now a lumbermill on a forest-plains-hill produces a ton of shields, one food, and commerce (eventually)! It's better than a mine.

            In other squares forests are competetive once you get lumbermills. They make tundra worthwhile. I just wish you could grow them somehow. Perhaps they should do it like cottages. It might take 60 turns for a forest to grow (and you can't have any other improvements there), and once that is done you could chop it or just use it. That's not exploitable, I don't think, especially if they made it so it could only grow in a city radius (so you can't forest all the non-city squares you have).

            -Drachasor
            "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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            • #7
              Chopping for early builds -- even though I rarely use it -- is just a part of the game and it depends on your overall strategy whether you use it or not. Just because it enables a player to build something quicker does not suggest that it needs to be nerfed in some manner. Don't you think they knew what they were doing when they decided to give hammers to cities when forests are cleared?

              Come on, lighten up.

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              • #8
                Originally posted by Drachasor
                Lumbermills earlier is all they need to do. Making forest more effective would make them too potent. Right now a lumbermill on a forest-plains-hill produces a ton of shields, one food, and commerce (eventually)! It's better than a mine.

                In other squares forests are competetive once you get lumbermills. They make tundra worthwhile. I just wish you could grow them somehow. Perhaps they should do it like cottages. It might take 60 turns for a forest to grow (and you can't have any other improvements there), and once that is done you could chop it or just use it. That's not exploitable, I don't think, especially if they made it so it could only grow in a city radius (so you can't forest all the non-city squares you have).

                -Drachasor
                I was going to post the same thing, make lumbermills appear earlier, perhaps with machinery rather than replaceable parts. What I would also like to see would be a new automated worker command where they do NOT chop down all of the forests.

                I have a feeling that at the higher difficulty levels chopping is going to be a neccessity to have any chance of keeping up with the AI. It may seem overpowered at Noble, Prince, or newb levels, but we may regret a nerfing of the hammer yield later.
                "Cunnilingus and Psychiatry have brought us to this..."

                Tony Soprano

                Comment


                • #9
                  I would prefer to see the resources gained from chopping reduced. The worker chop start is obviously too strong. Having one obvious strategy like that cuts down on the choices that can be made. Maybe 20 shields would be better.

                  The problem with increasing the health benefit for keeping forests... Well, I've never really had a major problem with health anyways. Plus, a boost late in the game is just worth less than an early boost. Also, you can always chop at your capital and then leave the forests in your other cities.

                  Finally, industrious + chopping makes wonder building *way* too easy. I shouldn't be able to chop out virtually every wonder on Prince difficulty.

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                  • #10
                    What if chopping gave you the same number of shields, but it was divided among all your cities?

                    -Drachasor
                    "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

                    Comment


                    • #11
                      The problem with chopping really arises when you only have one city anyways. So, dividing the benefits by the number of cities doesn't really do much.

                      Comment


                      • #12
                        Hm it´s an interesting idea though.

                        It may not prevent the use of chopping to gain the first settler, but the more cities you have the less effective chopping becomes.

                        So it wouldn´t be an effective means to get wonders anymore (at least if you don´t intend to stay with 1-2 cities in your whole empire throughout the game )
                        Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
                        Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

                        Comment


                        • #13
                          Originally posted by Proteus_MST
                          It may not prevent the use of chopping to gain the first settler, but the more cities you have the less effective chopping becomes.
                          I think you are right in line with what the other person said - divide the shields from chopping across all of your cities. If you have a ton of cities, at some point, you are going to get what? 1 shield from chopping. So this could work under these circumstances (less value the more cities you have)

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                          • #14
                            Chopping forests has its down sides for a few reasons:

                            1) New forests grow adjacent to old forests.
                            2) Forests provide cover to your units and can be used to funnel the enemy into an advantageous position.
                            3) Forests produce happiness when you get environmentalism
                            4) Lumbermills rock.

                            I think they should leave it alone or fix it only to the extent that chopping forests does not give you hammers if you are builidng a settler or worker, instead you get cash or it goes to your next built unit after that.

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                            • #15
                              I think Forests are rather balanced right now. If they were to be changed, I think the only necessary tweak would be to allow them to have the Commerce bonus along rivers.

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