January 17, 2003, 21:31
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#1
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Chieftain
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 32
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Forests obsolete with railroads?
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.
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January 17, 2003, 22:48
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#2
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Emperor
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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You are quite correct, with the following qualifications:
1. You don't WANT more food. Specially applicable if you have already chopped the forest and found that it is not a shielded grassland.
2. You want the forest there for its additional defensive benefits.
3. (Dirty Trick Department): It is NEUTRAL territory, and you want to impede the growth of another civ's town that is going to appear. 
Or even worse, it's by a city of YOURS that you are about to lose!
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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January 18, 2003, 10:22
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#3
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King
Local Time: 15:39
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Italia
Posts: 2,036
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I leave forests on the ground as.. I like the way the map looks
__________________
I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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January 18, 2003, 12:36
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#4
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Warlord
Local Time: 09:39
Local Date: November 1, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
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Quote:
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Originally posted by Datajack Franit
I leave forests on the ground as.. I like the way the map looks
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This is exactly what I do. In fact, I'll add forests sometimes for that reason. There is usually enough different types of terrain around my cities to not make it necessary to fully utilize every piece of terrain.
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January 18, 2003, 13:02
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#5
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Chieftain
Local Time: 09:39
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Ithaca, NY
Posts: 84
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Actually, forests on turndra with railroad give as much as mineing. It does have a slight defense bonus, and it looks a lot nicer.
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January 18, 2003, 14:04
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#6
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Prince
Local Time: 09:39
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Austin, TX, US
Posts: 723
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I cut down everything for the 10-shield bonuses, then reforest selectively, especially on tundra, as Ben says.
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January 18, 2003, 14:09
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#7
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King
Local Time: 10:39
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Quote:
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Originally posted by Ben Williams
Actually, forests on turndra with railroad give as much as mineing. It does have a slight defense bonus, and it looks a lot nicer.
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Forests w/ tunra is the one example where it is beneficial to have them as opposed to worked tiles. I do like to keep some greenspace around, and usually plant some forests in the gaps between the city borders' or if my population is too high in a particular city (above 25)
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* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 18, 2003, 15:44
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#8
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Deity
Local Time: 16:39
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Quote:
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Originally posted by Mad Bomber
Forests w/ tunra is the one example where it is beneficial to have them as opposed to worked tiles. I do like to keep some greenspace around, and usually plant some forests in the gaps between the city borders' or if my population is too high in a particular city (above 25)
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Wouldn't it be easier to turn them into specialists?
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January 18, 2003, 19:23
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#9
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Chieftain
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 32
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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.
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January 19, 2003, 01:21
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#10
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King
Local Time: 10:39
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Quote:
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Originally posted by alva
Wouldn't it be easier to turn them into specialists?
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Certainly it would be easier, it just wouldn't suit my purpose, which is to reduce the citizens of my metros (or at least limit them) to control pollution and Global Warming. I usually start this between the time Hospitals appear and the time I start building Mass Transits.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 19, 2003, 08:51
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#11
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Chieftain
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 50
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i just build loads of workers. they can clean up the pollution, and i'm not too bothered about global warming anyway. i like those huge cities.
normally my cities produce a worker in 1 turn, so that's one way of getting the pop down and cleaning up ever more pollution. otherwise i just burn other peoples cities down and enslave the population.
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January 20, 2003, 02:22
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#12
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King
Local Time: 10:39
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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emma:
GW is not usually a major problem, unless you start throwing nukes around...It's not something that I like doing, but planting greenspace and limiting the size of metros is a great way of trying to cope with a "limited" nuklear war, and the sooner you start planning for it the better. Of course if you have a full blown Nuke War, planting greenspace and limiting population will not be effective.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 20, 2003, 13:30
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#13
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Chieftain
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 50
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ahhh... that's why. i don't usually let it come to a nuclear war. (i'm only playing at monarch level right now, and as i'm comfortably winning i think i will play a harder game next).
i try to get rid of annoying civs really early and then deal with others when they attack me in the middle ages  (i'm rubbish at middle ages gameplay and never get any middle age wonders).
i struggle a bit then, but soon catch up and win space race. have any of you won by domination on a huge map with nearly all civs? i just can't seem to do it. there are always civs that have all the luck and have weak neighbours and so have a huge empire. i would be destroying meself if i attacked. and then a third civ would take over. but i make sure i have a huge tec lead and the stupid ai has just learned to build nukes when i have nearly completed my space ship.
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January 20, 2003, 18:34
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#14
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King
Local Time: 10:39
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Emma:
I play Regent, but on Huge maps, 16 CIV's and only with Conquest as a victory Condition. I will always be fighting a modern war with Nuclear powers, so preparation is a must, even though I always hope that they won't be used.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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January 20, 2003, 20:22
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#15
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Prince
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 310
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What would you suggest? Give 1 point in "mining" for forests in the editor or will that unbalance the game?
BTW, I accidentally set the move rate for roads to 1 while altering some of the values in the editor and that SERIOUSLY unbalanced the game.  Although I was handicapped by it, the AI was even worse.
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January 21, 2003, 04:22
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#16
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Prince
Local Time: 15:39
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 768
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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
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January 21, 2003, 09:48
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#17
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King
Local Time: 10:39
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Emma
i try to get rid of annoying civs really early and then deal with others when they attack me in the middle ages (i'm rubbish at middle ages gameplay and never get any middle age wonders).
i struggle a bit then, but soon catch up and win space race. have any of you won by domination on a huge map with nearly all civs? i just can't seem to do it. there are always civs that have all the luck and have weak neighbours and so have a huge empire...
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I've actually had success by selling or even gifting techs to the weaker Civs (on other continents, mind you - I don't want to bolster any Civs on my continent) so that they can muster some sort of defense against the larger aggressor Civ. I even toss them a couple resources if they need them. Of course, care must be taken to maintain a balance so that when I get around to invading the other continents I can still crush any and all opposition. It's really a matter of playing the stongest Civs against each other, and propping up the weaker ones as needed.
All of which has nothing to do with railroads in forest, which provide extra trade, by the way, if nothing else. I always keep strategically placed forest close to my borders, but the rest usually comes down.
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January 21, 2003, 19:59
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#18
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Warlord
Local Time: 09:39
Local Date: November 1, 2010
Join Date: May 2002
Location: Silver Spring, MD (Washington D.C.)
Posts: 157
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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.
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Last edited by trevor; January 21, 2003 at 23:41.
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January 22, 2003, 02:27
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#19
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Deity
Local Time: 08:39
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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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.
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January 22, 2003, 04:43
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#20
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Prince
Local Time: 15:39
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 768
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Quote:
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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.
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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?
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January 22, 2003, 07:06
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#21
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King
Local Time: 16:39
Local Date: November 1, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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Quote:
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Originally posted by Mad Bomber
Certainly it would be easier, it just wouldn't suit my purpose, which is to reduce the citizens of my metros (or at least limit them) to control pollution and Global Warming. I usually start this between the time Hospitals appear and the time I start building Mass Transits.
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Agree totally.  Another thing worth pointing out is that it's easier to get a WLTK-day with a lower population.
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January 23, 2003, 18:43
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#22
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Emperor
Local Time: 16:39
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
forest > no railroad , so units move slover true them , more intresting
bonus grassland > irrigation
grassland > forest
tundra > forest
plains > forest
nah , they dont get "obsolete" , .....
have a nice day
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