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  • #16
    Re: Re: Paul Bunyon

    Originally posted by Bakunine
    Corruption is not broken. It's just rampant.
    Firaxis seem to think that it's broken. From the Soren chat (talking about the patch):

    [Soren_Johnson_Firaxis] Corruption levels are one thing we have looked at...
    [Soren_Johnson_Firaxis] and I'll give you a hint: we are NOT increasing corruption.

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    • #17
      Leaving aside the (BIG) issue of corruption, we are left with the question of whether it is fun and/or necessary to lumber trees. That boils down to whether the cost of a worker and a tile devoted to forest is offset by the improved output over a normal tile. If it is, then lumbering is going to become a big part of any multiplayer game even if it is not needed against the AI. If that is the case then it would seem to make more sense to be able to issue a "lumber" command to a worker that just allows it to permanently feed 1-2 shields a turn to the nearest city. This could replace the concept of colonies that almost no-one seems to need
      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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      • #18
        I use colonies, although not early game like Firaxis led us to believe would be neccessary. I use them latter when I don't want to expand my border's due to corruption, but I want a specific luxury or resource. Granted the 'colonies' concept isn't what they made it out to be, but it is still nice to have and I think it's an alternative to high corruption.

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        • #19
          You're right, that was a last little sarcastic dig at the end of a fairly sensible thread. Really what I'd like to see is a similar scheme. You tell your worker to convert into a logging camp. The tile permanently produces more shields, you get a nice little tile enhancing graphic and never need worry about issuing orders ever again. Its a little less efficient because the worker could run from trouble or switch to more important tasks but it gets the job done with less micromanagement.
          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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          • #20
            More gameplay, less micromanagement. This is what Firaxis promised us, yet I've not seen too much evidence of it. Units don't move in stacks! That's almost unforgivable. How about the workers 'automation'; they go into other civ's territory sometimes, for what seems like no reason???

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            • #21
              Shield bonus from cutting down forests is a(nother) blatant rip off from Age Of Empires. I don't like it; no sir, I don't like it at all.

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              • #22
                On corruption: I agree and disagree...

                Lower it a tad and give us more ways to deal with it, sure. Make it so I can rule the world easily, spreading from one conquered city to the next, with the newly conquered cities easily pumping out more and more military units....hmmmm....negative, don't like the idea. I mean, sure the game would be easier...but I don't want an easier game, I want a more realistic and fairly challenging game. Granted a city ten tiles from mycapital should be producing better than it is...but it should suffer some ill effect.


                On lumbering...

                I would never subject myself to that kind of masochistic micromanaging sheme. It obviously wasn't meant to happen, therefore, it shouldn't be part of the game. However, building a lumberjack colony would be interesting and worth looking into, like improving a forest, rather than simply slearing it. (similar to mining)
                "They faught like warrior poets."
                "Keep your friends close and your enemies closer."
                "Let the ends justify the means."
                "Social Justice"

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                • #23
                  Cash?

                  Perhaps a compromise is in order? A cut down forest should yield cash, not shields after a point in time.

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                  • #24
                    having a square deforested every 5 turns adds a whopping two shield per turn during that time - I'll get that and more after 5 turns of having the forest stay put.

                    Am I missing something here. Couldn't you put a few workers on the job and use two forest squares to deforest and reforest every other turn so that you could get 10 shields per turn?

                    just a thought

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                    • #25
                      Even better, if you have 5 or so workers, you can chop down the forest, get the shields, plant it back by then end of turn, and STILL get the 2 production. (Which you'll promptly lose to corruption)

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                      • #26
                        If you feel it's a cheat then don't do it.

                        You cannot really 'cheat' at solitaire.
                        Obsessed with reality... and what she can DO for me.

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                        • #27
                          Chop chop

                          Originally posted by Boney

                          Am I missing something here. Couldn't you put a few workers on the job and use two forest squares to deforest and reforest every other turn so that you could get 10 shields per turn?

                          just a thought
                          It's more than a few - in fact I'd say in order to get 10 shields in 6 turns (3 to plant, 3 to harvest) it'd take what, 6 workers? That's six workers made with 6 population points, not bulding anything else, getting me a whopping less than 2 shield per turn average. No thanks.

                          However, it does help in the early game, when 10 shields is like 5 years of the cities output...

                          Venger

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                          • #28
                            Originally posted by Grunthex
                            Even better, if you have 5 or so workers, you can chop down the forest, get the shields, plant it back by then end of turn, and STILL get the 2 production. (Which you'll promptly lose to corruption)
                            It'd take more than 5 - probably like 20 to pull that off.

                            Venger

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                            • #29
                              I thought this was a single player game.

                              Why are you guys complaining about foresting? How does it affect you? Are you playing multiplayer? I am not trying to flame but who cares if people use this. If you dont like it dont play that way.

                              I just want to know why does it bother you so much, unless you are playing multiplayer.

                              Davor

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                              • #30
                                Eliminator:
                                "Shield bonus from cutting down forests is a(nother) blatant rip off from Age Of Empires. I don't like it; no sir, I don't like it at all.
                                "

                                It reminds me more of Sid's Colonisation, where clearing a forest gave you a big wood bonus...and Col was pre-AoE.

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