 |
|
SuperSlinky
|
|
Correct me if I'm wrong, but according to my calculations it is always beneficial to chop down forests and mine or irrigate the base terrain as soon as you get railroads. A forest will always be 1 food, 2 shields and railroads do nothing for it. But if you chop down the forest then mine and railroad the base terrain, you will get 1 food, 3 shields for plains, and 2 food, 2 (or 3) shields for grasslands. You could also irrigate instead of mine and trade 2 food for 2 shields.
Consequently, you end up with a very ugly map with those mines covering everything.
|
|
|  |
 |
|
Ben Williams
|
|
Ithaca, NY
Apr 2002 time: 00:25
|
|
Actually, forests on turndra with railroad give as much as mineing. It does have a slight defense bonus, and it looks a lot nicer.
|
|
|  |
 |
|
SuperSlinky
|
|
I think what I will do is make it so forests can be mined for 1 shield. Then they will go from useless to very valuable, and railroads will make them more valuable. I am also toying with the idea of removing the ability to mine grasslands and plains, but I'm afraid this would slow down the already too slow ancient era. BTW, I always play my own mod.
|
|
|  |
 |
|
MoonWolf
|
|
I tried yesterday with adding mining to forrests on a pre-made map. It was nice to have it there. For some reason, a forrest square with a fur resource on it, produced an additional shield giving a total of 4 (2 for the forrest it self + 1 for the mine + 1 for ??). Also, the AI have started to love the forrest. It was actually planting it instead of choping it down! However, I think this was only for a period before electricity or before the AI changed to a more productive government. I haven't finished playing the map yet, so I'll see how it ends up
|
|
|  |
 |
|  |
 |
|
trevor
|
 |
Silver Spring, MD (Washington D.C.)
May 2002 time: 00:25
|
|
I guess I take the more utilitarian approach. With the beginning of the Industrial age and rapid industrialization it makes sense that forests go the way of the Dodo; it's what actually happened in history. But, then again, I only chop down the forests in the 21-tile city space. I leave the other tiles alone; National Parks and the like.
Last edited by trevor on 22-01-2003 at 08:41
|
|
|  |
 |
|
MoonWolf
|
|
quote: Originally posted by raguil_79
I was doing some experimenting because I kinda hate the "deforestation" too. Here are some preliminary results:
The AI will still chop down forests even when eliminating the mining bonus to plains and grasslands.
When I gave forests a 3 shield production, the AI began planting forests on grasslands!
NOTE: I have yet to experiment on this mod for a more protracted period, say 10 turns. The AI began chopping some forests in the first case but perhaps will leave some others resulting in the "checkerboard" irrig/mine pattern now being irrig/forest. I'll post more info in a while. |
Looks like we are thinking along the same lines here... Haven't tried it yet, but maybe it helps to increase the cost of planting a forrest?
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|