Opened 7 years ago

Last modified 3 years ago

#4342 new defect

Negative Farming Aura for Civic Center

Reported by: scythetwirler Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords: beta design
Cc: elexis Patch:

Description (last modified by Aziz Rahmad)

To dissuade players from planting farms right next to their CC, we should make an aura for all CCs that reduces farming output within a certain radius. (Well, people walk there a lot...so plants being stepped on)

See #4349 for aura indication range.

See #4348 for AI component to this ticket.

Change History (15)

comment:1 by scythetwirler, 7 years ago

Keywords: design added

comment:2 by fatherbushido, 7 years ago

It has often being suggested and agreed. Moreover for the moment we don't have terrain farming boost, so I m ok with that. (We can if we want add the town technology as requirement of this aura.)

comment:4 by mimo, 7 years ago

IMO such a feature (which i agree with) should be preceded by an aura range visualization. And it will also require some AI changes in farm positioning. So not a "simple" one.

comment:5 by elexis, 7 years ago

Keywords: simple removed
Summary: "Dirty" Aura for Civic CenterNegative Farming Aura for Civic Center

comment:6 by elexis, 7 years ago

Milestone: Alpha 22Backlog

comment:7 by scythetwirler, 7 years ago

Description: modified (diff)

comment:8 by elexis, 7 years ago

In r18948: Aura icon for farm penalty around CC

comment:9 by fatherbushido, 7 years ago

For name and description ideas, here is how it's done in the DE mod link

Last edited 7 years ago by fatherbushido (previous) (diff)

comment:10 by mimo, 7 years ago

We could also decide if we need to change the field build restrictions (allowing them also in neutral territory) because depending on the new aura radius, it may become difficult to find some room for fields in phase 1 in some maps, specially with iber. Thus if we have to change the AI field positioning, better to think about possible consequences and do it only once. A priori, i don't see any problem with allowing fields in neutral territory. But such a move does not really make much sense if we don't also allow farmstead in neutral territory. So it is rather a design choice for which I have no strong opinion: not changing these build restrictions would be an incentive to use corrals in phase 1, but would also reduce the player's choice as corrals may become the only profitable way to have food in phase 1 on some maps.

comment:11 by fatherbushido, 7 years ago

Indeed, with mimos input and thinking again to that, what is the goal in fact ?

There is also the possibility to do that only in phase 3 ?

There is also that to be considered #3997

comment:12 by elexis, 7 years ago

With the corral balancing which didn't change in the last years, they are extremely slow in the beginning, even when starting with 3 fields and then doing corrals is significantly slower than using fields. Presumably the negative aura would have to add more than 50% penalty before players would think about corrals. Not too fond of removing the territory restriction. Usually, If the mapsize is so small that there is no space that isn't affected by the aura, then that is the case to all players equally. If it's only the iberian player having that disadvantage, I could live with that too, as that comes with the advantage of not being able to be raided.

comment:13 by mimo, 7 years ago

A way to do it would be to have the negative aura worsen by 80% at each phase (so starting at 80% on village, then 64% at town and 51% at city). So that players can still have valuable farms at phase 1 even if no other rooms available, but when the city size increases, fields should be moved farther or loose their efficiency.

comment:14 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

comment:15 by Aziz Rahmad, 3 years ago

Description: modified (diff)

How about instead of giving farming penalty, we give farming bonus aura to Farmstead, to encourage farms to be build around farmstead instead of CC? Petra AI can be modified accordingly for #4348.

I tried to tackle this issue in my mod City Building mod, primarily by giving population bonus aura to houses as well, to encourage houses to be built around CC. I also already implemented AI changes to the mod so AI will try to position the farms and houses accordingly.

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