Making forests worth 1-2-0 could make the game more competitive with the AI if indeed their strategies are oriented around that assumption - as if all the play testing were done under that setting and then at the last minute, they went with 1-2-1. Whether that is historically accurate is another question.
I think that TFs and HFs would just add their usual amounts to the 1-2-0 base giving 2-2-0 and 3-2-1, based on the way the help language is phrased. In the Aldebaron Mod, the base value of forests was adjusted up, so I imagine that Smack/Avenoct or another Aldebaron designer could say more surely about that question.
The matter of rivers seems to have been neglected so far. I find that I really look to rivers as an important source of energy in the early game, especially if I am Yang (also Morgan, but out of greed instead of desperation). In the reduced forest scenario, the forest-river combo would be worth the same as a unadorned forests in the normal game. Of course, the +1 energy from rivers would apply to the other terrains/improvements as well, but I would submit that the difference between zero and one is more significant than between 1 and 2, 2 and 3, etc.
In the very early game (before crawlers and nut restrictions are lifted), without nut specials, you can't afford to produce more than one forest tile per base anyway (unless you don't think pop stagnation is one of the 8 deadly sins), so it wouldn't change that strategly much until later. There is a period when crawling the mins from forests is worthwhile - the effect of this change could be to maintain that mode of operation longer (while developing more farm/solar tiles as you all seem to have concluded).
Putting forests on specials would likely still be sensible in the beginning (especially energy specials) because of the speed of making a forest, although farm/solariing a min special might be a better idea, especially with altitude. The solar terraform takes so long though (it just brings me back to rivers again).
I think that TFs and HFs would just add their usual amounts to the 1-2-0 base giving 2-2-0 and 3-2-1, based on the way the help language is phrased. In the Aldebaron Mod, the base value of forests was adjusted up, so I imagine that Smack/Avenoct or another Aldebaron designer could say more surely about that question.
The matter of rivers seems to have been neglected so far. I find that I really look to rivers as an important source of energy in the early game, especially if I am Yang (also Morgan, but out of greed instead of desperation). In the reduced forest scenario, the forest-river combo would be worth the same as a unadorned forests in the normal game. Of course, the +1 energy from rivers would apply to the other terrains/improvements as well, but I would submit that the difference between zero and one is more significant than between 1 and 2, 2 and 3, etc.
In the very early game (before crawlers and nut restrictions are lifted), without nut specials, you can't afford to produce more than one forest tile per base anyway (unless you don't think pop stagnation is one of the 8 deadly sins), so it wouldn't change that strategly much until later. There is a period when crawling the mins from forests is worthwhile - the effect of this change could be to maintain that mode of operation longer (while developing more farm/solar tiles as you all seem to have concluded).
Putting forests on specials would likely still be sensible in the beginning (especially energy specials) because of the speed of making a forest, although farm/solariing a min special might be a better idea, especially with altitude. The solar terraform takes so long though (it just brings me back to rivers again).
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