Terrain Values part I.
This thread is to give your opinions on what, if any, terrains are most in need of a change for the first official patch release, whenever that may be. Realism or Gameplay? Original or mod? Balance or imbalance more fun?
Right now my opinion is that we should definitely rebalance Forest from 10/5/10 to 5/15/5 (food/prod/comm) as it is in the Super Apolyton Pack 2. Forest had 5/20/0 in CtP1 and I think they changed this for CtP2 because they thought each terrain needed more commerce because a large portion of science is derived from commerce in CtP2 and not from mostly trade monopolies as in CtP1. Unfortunately this change made forest terrain useless, since scientists specialists in large cities create far more science than commerce improvements on forests. Low production on forest also encourage the player to terraform them to plains as soon as possible too. Another big plus for giving forest more production is because forest occur mostly adjacent to grassland than they do to plains, the lack of production on grassland compared to plains will be offset (somewhat) by more production on forests. You can also include Jungle here, since they only accept commerce improvements too I would change those from 5/10/5 to 5/15/0.
In the first terrain thread there is a big discussion about the clear advantage of plains over grassland to produce settlers faster and so more cities. I think the current values these terrains have are very intuitive to the user, grassland = high food low production, plains = average food average production, so it would probably not be the best way to rebalance them. Instead I think we should look into improving grassland via another part of the game. To quote Mr Baggins in the original thread "Its about PW in CTP2, not whales or cows.". Plains have more production so can produce more public works and so build more farms quicker, which at the end is better than grassland. So what if we reduce the effect of farms on plains or increase it on grassland?
CtP2 is mostly about production and how to constantly increase it, mountains are a massive part of this, if you have a good mountain chain you can sometimes double your total production with mines on all those mountains, which means you can collect public works twice as fast, which means your cities get farms faster, which means they grow quicker etc etc production can't be overstated. The power of mountains isn’t just the base values, but the bonuses you get with mines. I think mines should stay the same though. Original values for mountain are 0/15/10, in SAP2 its 0/15/5 I would say it should go even further to 0/15/0.
IMO these are the most important issues with terrain and I probably wouldn't change any others for a first official source code patch release.
As for the change of beaches from 10/10/10 to 10/0/10 I'll quote Mr. B again,
As I mentioned above production is way too important all throughout the game, a human would look for forest near the beach to offset the lack of production, but you can't always expect the AI to do it, so as Mr B says the AI is the one that gets hurt here. Even if you had a production improving tile improvement on the beach it would still not cope beforehand. In the unmodded game beach has always been a safety terrain, if you start on an island with swamp you know that if you find beaches you have at least some chance, the change would kill that, and kill the AI even more in such a situation.
To sum up:
(original) new
Forest (10/5/10) 5/15/5
Jungle (5/10/5) 5/15/0
Mountain (0/15/10) 0/15/0
Polar Mountain (0/10/5) 0/10/0
Desert Mountain (0/10/10) 0/10/0
And an extra idea, to quote myself: All terrain defence values multiplied by 2. e.g. Mountains now +200% defence, Hills now +100%, Forest now +50%. The aim is to make terrain more strategic. Because of the CtP2 combat system that always uses defence AND attack in every battle, the defence value is halved in importance in the outcome of a battle, so to have any reasonable effect, terrain defence needed to be higher.
I haven't looked totally into the terraforming yet, but from what I can see of the changes in SAP2 it generally takes more turns and in some cases costs more, which are both good. I also think some terraforming should be removed, like building mountains or hills, thats just silly, flattening them fine or planting forests for production, but not mountains or hills.
This thread is to give your opinions on what, if any, terrains are most in need of a change for the first official patch release, whenever that may be. Realism or Gameplay? Original or mod? Balance or imbalance more fun?
Right now my opinion is that we should definitely rebalance Forest from 10/5/10 to 5/15/5 (food/prod/comm) as it is in the Super Apolyton Pack 2. Forest had 5/20/0 in CtP1 and I think they changed this for CtP2 because they thought each terrain needed more commerce because a large portion of science is derived from commerce in CtP2 and not from mostly trade monopolies as in CtP1. Unfortunately this change made forest terrain useless, since scientists specialists in large cities create far more science than commerce improvements on forests. Low production on forest also encourage the player to terraform them to plains as soon as possible too. Another big plus for giving forest more production is because forest occur mostly adjacent to grassland than they do to plains, the lack of production on grassland compared to plains will be offset (somewhat) by more production on forests. You can also include Jungle here, since they only accept commerce improvements too I would change those from 5/10/5 to 5/15/0.
In the first terrain thread there is a big discussion about the clear advantage of plains over grassland to produce settlers faster and so more cities. I think the current values these terrains have are very intuitive to the user, grassland = high food low production, plains = average food average production, so it would probably not be the best way to rebalance them. Instead I think we should look into improving grassland via another part of the game. To quote Mr Baggins in the original thread "Its about PW in CTP2, not whales or cows.". Plains have more production so can produce more public works and so build more farms quicker, which at the end is better than grassland. So what if we reduce the effect of farms on plains or increase it on grassland?
CtP2 is mostly about production and how to constantly increase it, mountains are a massive part of this, if you have a good mountain chain you can sometimes double your total production with mines on all those mountains, which means you can collect public works twice as fast, which means your cities get farms faster, which means they grow quicker etc etc production can't be overstated. The power of mountains isn’t just the base values, but the bonuses you get with mines. I think mines should stay the same though. Original values for mountain are 0/15/10, in SAP2 its 0/15/5 I would say it should go even further to 0/15/0.
IMO these are the most important issues with terrain and I probably wouldn't change any others for a first official source code patch release.
As for the change of beaches from 10/10/10 to 10/0/10 I'll quote Mr. B again,
They had definite and absolute downsides... like.. for instance, making forest a very bad initial building site.
The AI is typically the one who gets hurt by this, and it thus makes AI improvement more difficult.
The AI is typically the one who gets hurt by this, and it thus makes AI improvement more difficult.
To sum up:
(original) new
Forest (10/5/10) 5/15/5
Jungle (5/10/5) 5/15/0
Mountain (0/15/10) 0/15/0
Polar Mountain (0/10/5) 0/10/0
Desert Mountain (0/10/10) 0/10/0
And an extra idea, to quote myself: All terrain defence values multiplied by 2. e.g. Mountains now +200% defence, Hills now +100%, Forest now +50%. The aim is to make terrain more strategic. Because of the CtP2 combat system that always uses defence AND attack in every battle, the defence value is halved in importance in the outcome of a battle, so to have any reasonable effect, terrain defence needed to be higher.
I haven't looked totally into the terraforming yet, but from what I can see of the changes in SAP2 it generally takes more turns and in some cases costs more, which are both good. I also think some terraforming should be removed, like building mountains or hills, thats just silly, flattening them fine or planting forests for production, but not mountains or hills.
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