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Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-10-2004 20:22 Visit Maquiladora's homepage!
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DESIGN: Terrain part II - First Official Source Code Patch Support Apolyton, pre-order Civilization IV

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,

quote:
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.


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.

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I would agree on making forests better... they're supposed to be good tiles, not something you want to get rid of quickly. The SAP2 way for Forests seems nice to me.

Grasslands and plains... both are, of course, better to Farm. However, sometimes mining plains might be a good idea, while mining Grasslands can not. A little bonus for Grassland would be nice, either an extra +5 from farms or maybe even extra commerce, though that's unrealistic.

I've barely played vanilla CtP2 at all, but the values there were bad. So we need a SAP2-style rebalance for the official patch. Coastal cities were killers in vanilla, with great beach production, they would grow fast AND have better production than most land cities.

E is offline E
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I argue that deserts swamps and jungles should be more penalizing tiles with little value, if not for gameplay atleast it would model the world more

grassland should be the fopod makers
hills mountains all production
forsts production and very little food

plains should be the balanced equal "standard" tile
everthing should deviate off that I think. is it more productive than plains? moere food?

as for beaches I'd give them some production to model how coastal cities develop economies fasters, but most of there bonus should be in trade/commerce

but why are we only doing it in increments of 5?

Maquiladora is offline Maquiladora
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quote:
Grasslands and plains... both are, of course, better to Farm. However, sometimes mining plains might be a good idea, while mining Grasslands can not. A little bonus for Grassland would be nice, either an extra +5 from farms or maybe even extra commerce, though that's unrealistic.


If we were to make mining plains worth it (right now its 300pw +5 prod. compared to farms 200pw +10 food) we would have to increase the benefit too, which would make plains even better than grassland than they already are. Instead we should approach it from the other side, farms on plains give +5 food 200pw or +15 food 200pw for a farm on grassland.

quote:
I've barely played vanilla CtP2 at all, but the values there were bad. So we need a SAP2-style rebalance for the official patch. Coastal cities were killers in vanilla, with great beach production, they would grow fast AND have better production than most land cities.


How do you know the values were bad if you hardly played vanilla CtP2 then? And whats a "SAP-style rebalance"? I could see reasonable arguement for 10/5/10 on beaches but no production on beaches is silly and creates knock-on effects with AI and long term balance that would be easier to avoid.

quote:
but why are we only doing it in increments of 5?


I guess because it looks better and its easier to remember each terrain value that way. The range is from 0-15 usually so any differences lower than 5 don't have such a great effect anyway. But not good enough reasons why we can't use other numbers I suppose.

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These are text file changes. Every modder and mod will set his or her own values for each terrain type. Scenarios have been fixed (except for a bug in quicksaves) so that ModSwapper/ModManager are not needed. I think an official suggested scenario similar to ASP2 is a good idea, but I would like the option (whether I use it or not) of playing with the default Activision values.

Last edited by Flinx on 05-10-2004 at 04:39

Maquiladora is offline Maquiladora
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Flinx, its obvious the original values are bad in some places, why not change them, and perhaps have a seperate mod that includes the original values for you and anyone else?

I don't want to make a habit of this but to quote Mr. Baggins again:

quote:
Can you explain any benefit to NOT tweaking these, by default, though?

Whats so wonderful about the originally designed settings?

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.

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quote:
How do you know the values were bad if you hardly played vanilla CtP2 then? And whats a "SAP-style rebalance"? I could see reasonable arguement for 10/5/10 on beaches but no production on beaches is silly and creates knock-on effects with AI and long term balance that would be easier to avoid.


Because one of the reasons I disliked vanilla CtP2 and wanted a mod ASAP was exactly because of the terrain values. I remember being absolutely disgusted by the balance, not only the terrible AI. My coastal cities were absolutely killers, and that's something I remember very well. A SAP-style rebalance is something with values rather close to SAP2, but with looking at doing something clever to plains and grassland mainly.

Beaches appear like they'll need even more discussion and testing to set them right.

And Flinx yes, as Maq says, we want to present a game which is by default (that is, with out patch) already pretty balanced and nice. People may dislike it if they know they need to get a mod for proper balancing, like it is now. So indeed, we should provide a possibly balanced set of text-files.

And I say screw the Activison values. They're not holy or anything, and they were, for the most part, pretty awful. Not only in relation to terrain types (though Forest terrain value was a bug by itself), but I also believe that science and some other numbers were way off.

calvitix is offline calvitix
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quote:
Originally posted by Solver
[q]

And Flinx yes, as Maq says, we want to present a game which is by default (that is, with out patch) already pretty balanced and nice. People may dislike it if they know they need to get a mod for proper balancing, like it is now. So indeed, we should provide a possibly balanced set of text-files.

And I say screw the Activison values. They're not holy or anything, and they were, for the most part, pretty awful. Not only in relation to terrain types (though Forest terrain value was a bug by itself), but I also believe that science and some other numbers were way off.


I Agree with you Solver (I also already changed some values in Goals.txt and strategies.txt to improve and balance the AI).
We can keep the original values in a 'as Original' mod.

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to your work on the AI. I really hope that your work, coupled with SLIC scripts, will make for a decent AI at release.

And as for the 'as Original' mod... well, why not, but I'm saying yes here only because that takes no time to do. We all have the original gamefiles after all... but why anyone would want to play with those values is beyond me. I'd even suggest that we have a mention in the documentation saying that the original values are not very balanced.

Maquiladora is offline Maquiladora
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So......... apart from one or two people who don't want to see any changes at all (which we seem to be agreeing an "original mod" would be best there) we're agreed the SAP values are OK. Except for beaches.

I played a game with SAP terrain this morning and I still think 0 production on beach is too much, but one new thing I noticed that does make up for this in SAP beaches, you can terraform to forest from the beginning of the game (was agri. rev. in vanilla). If you have a coastal city you can terraform grassland/plains to forest relatively cheaply (200pw) so you can actually make a coastal city more self sufficient with a little work. Also because the coastal cities have most commerce you place trading posts on the new forests anyway, which makes the coastal cities specialized commerce cities, which you would never see in vanilla CtP2 in the ancient/ren. age, and adds some new diversity to gameplay.

Whether the AI can figure all this out and fix the very low production in some of its cities though is another problem.

Peter Triggs is offline Peter Triggs
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IIRC, the AI can't handle terraforming.

A couple of years ago a bloke figured out what changes you had to make to the text files to get the AI to terraform. But I think the problem was that once you got it started, it would keep terraforming until everything turned into grassland.

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quote:
Originally posted by calvitix
We can keep the original values in a 'as Original' mod.


This I can live with. Scenarios have been fixed so we can add an 'Activision Original' scenario.

Good luck coming up with values everyone agrees are 'balanced'

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quote:
So......... apart from one or two people who don't want to see any changes at all (which we seem to be agreeing an "original mod" would be best there) we're agreed the SAP values are OK. Except for beaches.


Yep, although grasslands/plains may need a bit of a readjustment also.

quote:
I played a game with SAP terrain this morning and I still think 0 production on beach is too much, but one new thing I noticed that does make up for this in SAP beaches, you can terraform to forest from the beginning of the game (was agri. rev. in vanilla). If you have a coastal city you can terraform grassland/plains to forest relatively cheaply (200pw) so you can actually make a coastal city more self sufficient with a little work. Also because the coastal cities have most commerce you place trading posts on the new forests anyway, which makes the coastal cities specialized commerce cities, which you would never see in vanilla CtP2 in the ancient/ren. age, and adds some new diversity to gameplay.

Whether the AI can figure all this out and fix the very low production in some of its cities though is another problem.


Ahh yes, good point, I tend to mine around coastal cities, too, to offset the production hit in SAP. Coastal cities are still very strong due to rapid growth and commerce. As for the AI, I want to see it place tile improvements correctly first, before terraforming. For instance, it has the tendency to mine plains, so cities in plains have huge production, but barely any growth. Or even worse, trading posts on plains...

So... 10/5/10 for beaches, maybe?

Maquiladora is offline Maquiladora
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quote:
Yep, although grasslands/plains may need a bit of a readjustment also.


What would you suggest as the best way?

Although I'd like to change the terrain values of them, I think the default values are nice an intuitive so maybe we should try and stick to fiddling with tile improvements to balance them.

quote:
Ahh yes, good point, I tend to mine around coastal cities, too, to offset the production hit in SAP. Coastal cities are still very strong due to rapid growth and commerce. As for the AI, I want to see it place tile improvements correctly first, before terraforming. For instance, it has the tendency to mine plains, so cities in plains have huge production, but barely any growth. Or even worse, trading posts on plains...


I think a reasonable amount (at most half of total tiles) trading posts on plains are fine, as long as scientists are weaker than they are now, since we want commerce to contribute a lot more to early science than it does now because the AI doesnt use scientists (or specialists in general) very well, so this is one of the big reasons it eventually loses the science lead, that and also not continually building more cities as the advances take longer.

I agree terraforming isn't as important for the AI as at least placing tile improvements right first.

quote:
So... 10/5/10 for beaches, maybe?


That makes sense.

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quote:
What would you suggest as the best way?


Make Farms on Grasslands produce an extra +5 food compared to other farms.

quote:
I think a reasonable amount (at most half of total tiles) trading posts on plains are fine, as long as scientists are weaker than they are now, since we want commerce to contribute a lot more to early science than it does now because the AI doesnt use scientists (or specialists in general) very well, so this is one of the big reasons it eventually loses the science lead, that and also not continually building more cities as the advances take longer.


Yep, but as it is, commerce posts on plains aren't that good. You're generally better off putting it into something else, and using scientists. Specialists are very powerful as it stands and everyone knows that.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Peter Triggs
IIRC, the AI can't handle terraforming.

Actual the AI can terraform but not very well, in the default game the AI is supposed to terraform everything that is supposed to be a dead tile into plains, and everything that is a desert, tundra or glacier to grassland and swamps should be terraformed to hills. And the best is first the AI puts an improvement onto that terrain if available and then it terraforms even if the terraform option is available.


Currently my AI terraforms two or three tiles around a forest only city to grassland, if this city needs more food. And these few tiles are enough. And of course grassland is not hardencoded, it is the best choice of food gain per spent PW. Unfortunatly to do the same with production and commerce is more complicated as I have to take into account possible tile improvements as well. Currently the food related tile improvement behaviour is fine. At least a step forward. And also the AI related road building is now much better even if there should be still some imprvements made. But in that state I think I can release it as a step forward.

quote:
Originally posted by Peter Triggs
A couple of years ago a bloke figured out what changes you had to make to the text files to get the AI to terraform. But I think the problem was that once you got it started, it would keep terraforming until everything turned into grassland.


To make this work some slic was needed to prevent the AI from terraforming goods and actual I didn't see any need to offer something else then grassland, as the original AI selects the best tile improvement on terrain values and these values are all the same for each tile of the same type, therefore you see that the original AI builds always food improvements on grassland and plains and commerce improvements on dessert. Well that might be difference with the presence of rivers, but then a grassland tile with river belongs to another type than a graslland tile without river.

-Martin

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quote:
Make Farms on Grasslands produce an extra +5 food compared to other farms.


Which is what I suggested in my opening post. I thought you might have another idea.

quote:
Yep, but as it is, commerce posts on plains aren't that good. You're generally better off putting it into something else, and using scientists. Specialists are very powerful as it stands and everyone knows that.


As I said, as long as scientists are weaker trading posts will be worth it.

But for now we can say these would be good changes to terrain.txt, adding in all changes from SAP2 apart from base beaches and shallow/deep water tiles have at least 5 production instead:

Food/Production/Commerce
Was > Is now

River
Used to give +5/+5/+5 now only gives +5/+0/+5

Forest
Add advance agri. rev. > toolmaking
Add cost 800 > 200
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
10/5/10 > 5/15/5

Plains
Add time 1 > 5

Tundra
Remove time 2 > 5
0/5/0 > 5/5/0

Glacier
Add advance adv. composites > gaia theory
Remove advance adv. composites > gaia theory
Remove time 5 > 10

Grassland
Add advance toolmaking > agriculture
Add time 1 > 5
Remove advance toolmaking > agriculture

Desert
Add advance agri. rev > conservation
Remove advance agri. rev > conservation
Remove time 1 > 7
Remove cost 400 > 800
0/0/5 > 0/10/5

Swamp
Remove advance agri. rev > indus. rev.
Remove time 1 > 5
Remove cost 400 > 800

Jungle
Add advance agri. rev. > indus. rev
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
Remove cost 200 > 400
5/10/5 > 10/10/5

Mountain
Add time 5 > 10
Remove time 5 > 10
0/15/10 > 0/15/5

Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
5/10/10 > 5/10/5

Shallow Water
10/10/5 > 10/5/10

Deep Water
10/10/5 > 10/5/10

Submarine Volcano
0/25/15 > 10/20/10

Beach
10/10/10 > 10/5/10

Continental Shelf
5/10/5 > 10/5/10

Sand Dunes
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
Movement 2 > 3

Desert Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/10 > 0/15/5

Polar Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
0/5/5 > 0/10/5
Movement 2 > 3

Polar Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/5 > 0/15/5

Kelp Bed
15/10/5 > 15/5/10

Coral Reef
10/15/5 > 10/10/10

To add another point into the discussion, what about defence values? I have always thought they are too low and only have any significant effect on mountains +100% defence. I suggested doubling them all because combat uses attack and defence for both the attacker and the defending unit each round for units on the front line, so defence is only half of the important stats, whereas in civ2 a unit only uses its defence stat when defending, and yet most of civ2 terrain defence modifiers are the same and sometimes even higher then CtP2 values.

I would also make fortifying a unit +100% defence not 50, but thats another discussion.

It would also make it easier to defend cities, fortified or on good defensive terrain, which can only be a good thing.

edit: forgot changes to terraforming advances

Last edited by Maquiladora on 06-10-2004 at 02:23

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Re: DESIGN: Terrain part II - First Official Source Code Patch Full PM-box? Change here!

quote:
Originally posted by Maquiladora
Terrain Values part I.

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?



Your a genius Maq! How did you ever think of that most excellent solution!

drulius is offline drulius
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I like the idea of retaining an "Activision Original" scenario, if only to provide a window on the improvements that have been made since the source code release. I have no opinion on terrain value tweaks since I've never played a mod, so I'll be holding any opinion until the playtest with the changes has been played some...

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quote:
Your a genius Maq! How did you ever think of that most excellent solution!


Was that your idea originally for the MP mod? If it was sorry I'll credit you next time I lose everything in a haze of ideas and testing, since sometimes it seems like I'm talking to myself details are irrelevent.

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quote:
Which is what I suggested in my opening post. I thought you might have another idea.


Yep, your idea, but seems the best for me. Conjuring another bonus for them would also be nice, but that would be more complex, so is not the better solution anyway.

quote:
To add another point into the discussion, what about defence values? I have always thought they are too low and only have any significant effect on mountains +100% defence. I suggested doubling them all because combat uses attack and defence for both the attacker and the defending unit each round for units on the front line, so defence is only half of the important stats, whereas in civ2 a unit only uses its defence stat when defending, and yet most of civ2 terrain defence modifiers are the same and sometimes even higher then CtP2 values.


Agreed with the general idea. Making cities easier to defend - good. I would like to see a change, though, where units that defend in a battle are using their defensive value BOTH for attack and defense, that is, through the entire battle, which would, I think, make defensive stacks significantly stronger.

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quote:
Agreed with the general idea. Making cities easier to defend - good. I would like to see a change, though, where units that defend in a battle are using their defensive value BOTH for attack and defense, that is, through the entire battle, which would, I think, make defensive stacks significantly stronger.


We can come back to this in a units and general combat thread later, but my initial instinct is that the change Locutus originally mentioned for defenders to use their defence stat all of the time, although it's a good idea, seems like it might be too big of a leap for an initial release.

I'm looking into the DefenceCoef for governments at the moment but it doesn't seem to have any effect, that would be one massive and quick way to strengthen city defence also.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:22
  Old Post 06-10-2004 21:24 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
We can come back to this in a units and general combat thread later, but my initial instinct is that the change Locutus originally mentioned for defenders to use their defence stat all of the time, although it's a good idea, seems like it might be too big of a leap for an initial release.


Maybe you're right on that one, I can expect it to change the gameplay quite some, although probably in a positive way. But the idea itself should be near the top of new feautures to implement or test, IMO.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:22
  Old Post 16-12-2004 16:49 Visit Maquiladora's homepage!
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So ive been testing all the values we agreed on (or those who actually posted did) and its all working well so far. Of course specialists still need to be weaker for these terrains to be balanced properly. Like scientists give +30 science, then why build a trading post for +10 (or more like +6 or +7 with tax) ? It would be perfect if the power of scientists could change through the ages, depending on the power of the current commerce improvements, then you can have 2 sources of science with neither ruling out the other.

But another thing I'd like to ask is: Should reverse terraforming be removed?

By reverse terraforming I mean creating mountains out of grassland or creating hills from grassland to place a mine on. Surely if these hills and mountains are artificial theyd be nothing worth mining for?

Then on from that I thought then why not have an order of logical terraforming, here is a quick list:

plains > grassland

grassland > swamp
grassland > forest
grassland > jungle
grassland > plains

mountain > hill

hill > grassland

forest > plains

jungle > plains
jungle > swamp

swamp > jungle
swamp > grassland

desert > plains

tundra > plains

glacier > tundra

desert mountain > sand dunes

sand dunes > desert

polar mountain > polar hill

polar hill > tundra

These listed are the only terraforming actions you can do, so if for example you wanted to change sand dunes to grassland you can only do it, sand dunes > desert > plains > grassland ?

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:22
  Old Post 16-12-2004 20:27 Visit E's homepage!
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the terraforming sounds good. Definetely remove reverse terraforming. And make it so terraforming comes much later in the game...except forest to plains that should be early in the game.

Also, depending how people feel, maybe add (later in the game) terraforming coast into a swamp. To add land mass like japan does etc.

Lou Wigman is offline Lou Wigman
Warlord
Newcastle,Australia
Jun 2001
time: 15:22
  Old Post 17-12-2004 14:48
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Can I put a contrary view point?

I believe we need to distinguish between engineering type terraforming and climate terraforming. I also believe we should NOT allow the second.

Thus you can clear a forest, drain a swamp, level a hill and probably do the reverse. Might even allow transforming plain to grassland.

However terraforming a desert is a different matter. You can make a desert quite productive with the right kinds of improvements (irrigation). However it remains a desert. Deserts form in areas of low rainfall. Take a look at Phoenix in Arizona. Nice and lush and green. What happens if they stop applying the water?

Same goes for polar. Yes, you can clear the snow but next winter it comes right back!

Wouldn't it be better not to allow these changes? What sort of a world is it with no deserts anyhow?

A better option would be to create some new tile improvements targetted specifically at desert. What would be even better is if these tile improvements had an on-going maintenance cost!

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:22
  Old Post 17-12-2004 15:15 Visit The Big Mc's homepage!
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What about cloud seeding then. The technology we have at the moment only allows a small amount of extra rain but in the future maybe we can create large amounts of rain. And if I remember correctly deserts do have a lot of moisture in the air (and it is the moisture in the air which is deadly)

Lou Wigman is offline Lou Wigman
Warlord
Newcastle,Australia
Jun 2001
time: 15:22
  Old Post 17-12-2004 16:26
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Cloud seeding is just another form of irrigation. Stop the cloud seeding and its back to square one.

Granted that if you plant enough trees then the rainfall will increase. This is due to the fact that trees transpire vast amounts of water which is put into the atmosphere. The reverse is also true. Remove enough trees and marginal land will become desert.

Climate is also affected by mountain ranges. Air rising to cross a mountain range cools causing condensation, i.e. rain. Once the air reaches the other side of the mountain it is devoid of moisture and hence there is a rain shadow. Coastal California gets rain but Nevada doesn't.

Alpha Centauri implemented this type of climate system.

On reflection I believe that plains and grassland should not be interchangeable either. Rather each has its own strengths and weaknesses that can be enhanced/altered by various tile improvements.

If plains & grassland are interchangeable then that removes a key ingredient in the decision making process. I think the game is potentially richer if this was not allowed. Play the cards that you are dealt!

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:22
  Old Post 17-12-2004 20:36 Visit Maquiladora's homepage!
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Big mc is right, a lot of terraforming acts should be allowed since the game goes way into the future.

But for earlier in the game the engineering acts of terraforming are a good rule to stick to.

About adding new tile imps, its not really something I want to do, at least not for rebalancing and improving the gameplay because I think we can do it without adding stuff and Tamerlin would blow his top

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:22
  Old Post 17-12-2004 20:59 Visit The Big Mc's homepage!
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quote:
Originally posted by Maquiladora
Tamerlin would blow his top



I hope he does not see my underwater fort then.

 
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