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No RR bonus on Forest squares

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  • #16
    exploit? how is it an exploit? If you invest your time and workers into working that square, why shouldn't you be rewarded?

    The only exploit i can see is doing it multiple times in one turn. YOu know, like having 20 workers, you start out with planting (2 workers), then you cut it (2 workers), then do the whole thing 5 more times.

    So why not limit it to just one harvest per turn? WHy take out such an awesome feature? I say make it an option in the editor!

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    • #17
      Because later in the game you have a ton of Workers with nothing to do but clean up pollution, and you can essentially build huge amounts of improvements essentailly for free with enough idle Workers.

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      • #18
        I agree with Matt. That's my point exactly. If you can plant and harvest once per turn, that would be a fair restriction. Remember, you have to expend the workers to make this work once per turn.

        I know what you mean when you say that in the later game you have all these workers with nothing to do but clean up pollution. So, is it better to pay them to sit about idly - is this the Civ equivalent of welfare recipients?

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        • #19
          Even once a turn would be too much to be realistic. 20 turns between cuts yiedling shields on a given tile would be realistic.
          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
          Templar Science Minister
          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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          • #20
            to expand on the above point, .... forests don't grow over night, so perhaps a 5 turn minimum would be required to grow it no matter how many workers work that tile.

            BUt to take the damn feature out is just stupid - it was the closest thing we had to supply crawlers ala Alpha centauri

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            • #21
              Crawlers were massively advantageous to the human over the AI, and MM-intensive. I'm glad they're gone.

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              • #22
                I have to admit that's not a bad reality sort of idea about increasing the chop yield on forests with RRs, but ultimately, by the time you have RRs an extra ten shields is not going to be all that much help. CEs come soon after, so even the most distant of cities would be better off clearing and irrigating quickly to support those loss-free shields.
                Consul.

                Back to the ROOTS of addiction. My first missed poll!

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                • #23
                  I think the 2 shields/turn IS representative of sustainable forestry, whereas clearing the tile would represent completely clearcutting the forest, representing what we do when, say, putting in farms or housing developments. The game was made to represent the real world, and in the real world we can use sustainable forestry, giving a fair amount of industry, or we can clear cut it, with a sizeable industry income while losing the forest, to be replaced with farms. It's a strategy game, but it's also based loosely on the real world too.
                  I AM.CHRISTIAN

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                  • #24
                    And replanting takes quite a while before the forest returns to a similar state to pre-clearing, so outright disallowing it is feasible for RL reasons as well as the gameplay balance ones.
                    Consul.

                    Back to the ROOTS of addiction. My first missed poll!

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                    • #25
                      Originally posted by MattPilot
                      exploit? how is it an exploit? If you invest your time and workers into working that square, why shouldn't you be rewarded?

                      The only exploit i can see is doing it multiple times in one turn. YOu know, like having 20 workers, you start out with planting (2 workers), then you cut it (2 workers), then do the whole thing 5 more times.

                      So why not limit it to just one harvest per turn? WHy take out such an awesome feature? I say make it an option in the editor!
                      Believe me it was a big exploit, not to mention a tiresome one. Out of the box corruption was worse, and by far the most efficient strategy for corrupt cities (which were all but the core) was to replant and chop down forests ad infinitum with as many workers as you could possibly afford.

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                      • #26
                        I usually have several cities in late industrial era & modern era which 10 shields more would be extremely useful because of criticial points.

                        Originally posted by MrWhereItsAt
                        I have to admit that's not a bad reality sort of idea about increasing the chop yield on forests with RRs, but ultimately, by the time you have RRs an extra ten shields is not going to be all that much help. CEs come soon after, so even the most distant of cities would be better off clearing and irrigating quickly to support those loss-free shields.
                        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                        Templar Science Minister
                        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                        • #27
                          Well you can still plant and harvest to get shields, just not multiple times in one game on the same tile. I often do use it when the extra shields are necessary to make a build neat.

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                          • #28
                            I prefer my builds on the rocks.
                            Solomwi is very wise. - Imran Siddiqui

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                            • #29
                              I agree it is sad railroaded forests don't bring any extra yield. It makes forests suboptimal past RR, and as such, clearing forests is ALWAYS preferrable to keeping one.

                              It's sad because Civ3 is about taking decisions, which have pros and cons. Razing forests have no cons, it is an absolute no-brainer (even the wasted time is not a con, since clearing a forest is very short)
                              "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                              "I never had the need to have a boner." -- Dissident
                              "I have never cut off my penis when I was upset over a girl." -- Dis

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                              • #30
                                Originally posted by Spiffor
                                I agree it is sad railroaded forests don't bring any extra yield. It makes forests suboptimal past RR, and as such, clearing forests is ALWAYS preferrable to keeping one.
                                Tundra?

                                Also I'd add that the timing matters, so there are still decisions.

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