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发表于 2014-3-15 13:05:10
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Food production
A very important change that you should notice is that each citizen now eats 3 food. Most terrains and non-farm improvements have their food yields unchanged – so where does the food come from?
The answer to that is that farming (and fishing, where it applies) is now a much more important part of gameplay. Historically, much of the success of any given civilization was dependent on its agricultural effectiveness; until XIX century more than 90% of people everywhere were enrolled in food production. In contrast, in vanilla Civ 4 and earlier versions of our mod, a city – or a whole civilization indeed – could easily
prosper without building a single farm, except for tapping crop resources, and farms were one thing that a player cared least of all when losing to pillagers.
With our new balance, farms (and fisheries) become essential for the growth of your cities, and there are a lot of factors influencing their effectiveness. Your food production early on is fairly inefficient, but as technologies advance, your farms will become more effective – and sometimes you will have some harder choices laid out before you.
Early on, if you have enough cattle resources, you might opt to forego agriculture as a whole, switching to Pastorial Nomadism civic, which severely enhances your pastures while making your farms almost useless. It isn’t likely that you will want to stay that way for long, though, since farms will likely be your main food source later. Some civs have special national improvements that allow them to viably cling to Nomadism for a much longer time than most others.
Slavery is now first and foremost, as it was historically, about food production: when it first becomes available, slave farms are the most effective way to produce food. Their major drawback, though, is that they don’t benefit from technologies, so by about Medieval era, food production on regular farms becomes just as efficient – and with Serfdom even more so.
Another transition occurs around Industrial era – new Mechanized farms become available. These don’t benefit from Serfdom the way normal farms do, but as time goes, they become much more efficient through technology and special buildings, like fertilizer factories. Eventually they outpace normal (even Serfdom-powered) farms in terms of food production, so at some moment you will be willing to abandon now-
useless Serfdom in favor of other civics.
Other improvements will also increase their effectiveness with technology and certain civics, but things are much more straightforward with those, so I won’t be going into details here.
What’s new in 3.2: read this whole section – it is 100% new!
National Improvements
One very significant addition you have to know about is that every playable civilization now has a unique improvement only they can build. These improvements vary greatly in their effects, ranging from things that can be constructed almost everywhere (like Mongol Grazing Grounds) to things that greatly improve one specific resource (like Ethiopian Coffee Plantations). Some of the improvements allow civs in question to
make good use of features that would be detrimental to all others (for instance, Aztecs can improve swamps and turn them into useful tiles) while yet some other allow their civs to use certain terrains in unconventional ways (for instance, Incas can basically build their farms on hills).
The more powerful of those, of course, are situational in character, as on random maps you are not guaranteed to spawn near the required resources or features.
What’s new in 3.2: once again, this is 100% new!
Cultivation
Some of the National Improvements, as we mentioned earlier, are dependent on a specific resource, which makes their usefulness in a given game somewhat random. To counteract this to some extent, we created a new system of resource cultivation. There are two new features, fertile soils, that allow with a proper technology to create a new improvement on them – “… cultivation”.
This is a very special improvement that has a 100% chance to discover a particular resource when worked by a city. Basically it allows you to place a resource of your choice on the fertile soil tile. After it has spawned that resource, the improvement effectively becomes useless, and can be replaced by some normal improvement (the resource will stay in place). AI is, of course, fully aware of how to use this system.
All civs in industrial era gain the ability to use this to plant basic crops – corn and rice on grasslands, wheat and potatoes on plains. But some civs earlier on (in classical or medieval era) gain the ability to cultivate resources that are critical for their National Improvements. This way, their National Improvements are much less chance-based; while fertile soil plots are relatively rare, a civ that depends on a particular resource can scout and try to capture them early on and cultivate their particular resource. The list of these civs is as follows:
 Carthage – Dyes (grassland)
 Dravida – Spices (grassland and plains)
 Ethiopia – Coffee (grassland)
 France – Wine (plains)
A tactical consideration for skilled players: you might want to give a fertile soil patch to one of the above civs if you are confident that you’ll be able to take it back when they cultivate a new nice luxury resource for you.
What’s new in 3.2: cultivation is also a 100% new gameplay mechanic in 3.2.
[ 本帖最后由 ikariam 于 2014-3-15 13:07 编辑 ] |
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