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What if they nerfed the chop?

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  • #46
    Originally posted by cgrecu77
    In the end it all comes down to health vs prod. bonuses. The tile underneath is basically going to yield pretty much the same.
    Actually, what it comes down to is whether or not the tile is getting worked and whether or not it's worth the turn disadvantage to chop it to convert it to hammers. If you're not working the tile, best leave the Forest as is until you've got something highly productive to do with it (quick army units, Granary, Library, key Wonder to name a few).

    You can have your Forest earn trade like other tiles once Lumbermills come online, so that's not an issue if we're talking unworked, unimproved land here (though it's miniscule amount of commerce generated).

    For me it comes down to what my civ needs when...there are times when saving a Forest to feed it to a Bank, Uni or Wonder is pretty key. Obviously, the bigger your civ the more likely you are to be able to clear-cut (more resources under your control/accessible through trading the surplus resources).

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    • #47
      Originally posted by joncnunn
      It's my opinion that Free Market is much better (Court Houses everywhere) than Communism. The food bonus portion of Communism doesn't matter much when your core cities are already at their healthiness limit. I much rather have the extra trade route for commerce that gets multipled by the city improvements.
      Well, as always, it doesn't make sense to pronounce which civic is best without a clearly articulated end point. I like free market a lot, but then I'm usually trying for an early landing.

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      • #48
        Originally posted by cgrecu77
        Other possible changes - make the lumberjacks appear a lot earlier - before construction let's say. Then give the forest 1s bonus when replacement parts arrive. This will make forrests very powerful, so in order to counteract this, make the bonus for chopping them even higher, maybe 10 shields more. This way you clearly have to sacrifice long term goals for short term gains.

        As for the re-forrestation, it should be possible after biology to plant a forrest, but it should take something like 20 turns and the tile underneath should not yield anything for the duration of this process. Now that would be painfull ...
        Sounds interesting - I'll give it my vote (esp. the later stuff)
        Dom 8-)

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        • #49
          Originally posted by DrSpike
          You also shouldn't get credit for forests outside your borders.
          Completely agree.

          Being able to chop anywhere and get a return injects too much production potential into the early-game.

          The traditional limits on expansion, cultural influence and city Maintenance, do not apply to deforestation.

          It's an exploit of sorts because the AI does not clear Forests outside its borders (as far as I know).

          Requiring that a chop occur within a cultural boundary to get the bonus would boost the Creative trait somewhat (it needs it, in my opinion), as well as the early Religion.

          "Forest denial", chopping trees near another civ's cities, is a cool tactic, if somewhat exploit-ish. I would feel a lot less dirty about using it if I did not get Hammers for my evil efforts.
          And her eyes have all the seeming of a demon's that is dreaming...

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          • #50
            Very sensible post.

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            • #51
              Originally posted by Dominae
              "Forest denial", chopping trees near another civ's cities, is a cool tactic, if somewhat exploit-ish. I would feel a lot less dirty about using it if I did not get Hammers for my evil efforts.
              Now you've gone and made me feel dirty.

              I guess if we only did the things the AI did, we'd probably never be able to beat them. But I agree, it does seem like an exploit.

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