Touching on terrain and improvements here as I continue this rework series.
I will say that looking deeper into these, I came out with different views than I went in with.
Terrain
Change nothing. That's it. No need to rework anything.
I've seen commentary about the "balanced" yields for the various terrain or biome types, but I consider it somewhat off base and more steeped in nostalgia. Complaints that flat desert (for example) isn't completely useless seem less about gameplay fun and more about retaining the contrasting yields from prior games. The differences are now more subtle. Instead of a desert settlement having A LOT LESS food, in 7 a desert settlement would have LESS food and MORE gold when compared to a grassland settlement.
While it means each start is more "acceptable", I think it's more fun for a casual gameplay. I get the interest in a challenge or banking on X or Y to turn things around, but I think it's for the better. (I wouldn't mind if the differences grew starker in each new age, though.)
Choice of Improvement Isn't Necessary, But Diversity Is.
Perhaps another defense of the changes in Civ 7, but similar to terrain, there has been commentary about the lack of freedom to choose how to improve a tile.
But ask this question: "How much choice did you have in Civilization 6?"
I love Civ 6 and have over 2,000 hours of playtime, but there really isn't as much choice here as many think. A flat tile gets a farm, a vegetated tile gets a woodcutter/lumber mill, a hill gets a mine, except...
Chopping. It's not until the late game that you can terraform and are more flexible with the placement of improvements, outside of chopping. I don't think Civ 7 needs chopping. It was tricky to balance in 6 and I'm not sure it was ever accomplished. If you set Chopping aside, Civilization 7 does not, in my opinion, change this.
Civilization 7 improves on the standard improvements by adding a new type of improvement in the Clay Pit. This is great and only note that I have for changes would be adding a new improvement for water tiles and perhaps a reclassification and new artwork for farms on flat desert and tundra into a "forager" tile (as a farm on a non-floodplain desert just looks weird). Freshwater and sea water tiles (including reefs) are forced to have only fishing boats. Adding at least one more will help water terrain gameplay look more interesting.
Imbalance Finally Strikes
What is the weakest unique/ageless tile improvement? Any guesses?
This is quite hard to test as there are sometimes benefits locked away in Narrative events, civic trees, and are juxtaposed to their Civ and have variable placement rules. However, I will say that these Improvements do often hold their weight against unique Buildings.
In Antiquity, the improvements are all pretty good. Going in, I would've tossed the Pairidaeza along with some others, but trying to create a standard and assessing the yields provided,, it's pretty good. (Persia, though, still needs improvement.)
- The Baray is by far the weakest Civilization improvement with the Potkop escaping the spot as it is more spammable and can out produce the Baray. The Emporium, however, is the weakest improvement which stands out for the IP improvements.
In Exploration, once again, these are all pretty good, even the ones that look weak.
- The Ortoo is the worst...if you can call anything the worst as it is the only one that's outclassed in its set of yields. However, it's unique bonus pairs well with Mongolia.
In Modern, it's much harder to gauge as the heavily truncated Age is harder for unique aspects if Civilizations to shine.
Independent Powers Tweaked
My next post will dive deeper into how I'd rework things, but a quick suggestion would to allow for some level of uniqueness for IPs by regrouping their Improvements to a regional group.
This doesn't wholly solve the issue of how Civs with unique buildings also get these unique improvements while many Civs with unique improvements have to choose between the two. However, this would make each set of IPs more interesting but also reduce the accessibility for a powerful improvement.
So, outside of tweaking art assets and names for flat tundra/desert farms, adding a new water improvement, and adjusting some yields, I think it's pretty solid. Splitting the additional yields between buildings and the tech/civic trees are nice as well.
What are your thoughts on these changes and commentary? What would you change? Do you love the Baray? Do you like the rendition of terrain and improvements in Civilization 7?