Sid Meier's Civilization V

Sid Meier's Civilization V

Real Polders
KoffiePa  [developer] 27 Jun, 2014 @ 3:06pm
Feedback regarding tile yield balance.
I'm looking for as much feedback on the usefulness of this new polder as possible. Please tell me if you think it is too weak or too strong and why.
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Showing 1-9 of 9 comments
zArkham4269 28 Jun, 2014 @ 8:06am 
My main complaint was that the worker being 'eaten' made the polder not worth it given that +2 food isn't that much of a trade off given a lighthouse will give to food for lots of tiles. Now that the worker can go on, I think this is about right.
zArkham4269 1 Jul, 2014 @ 11:26am 
Since I couldn't post anything on your Rededit page, I'll post my comments here. I stand by the polder needing 3 land tiles. Someone posted about an early maintenance cost but I'm not sure if that is appropriate given how the early polders were low tech.

Frankly given the nature of the Dutch, I can't believe that they didn't have a coastal bias anyway. Plus the polder work well on island chains...which historically is where the Dutch had many of their colonies.
KoffiePa  [developer] 1 Jul, 2014 @ 1:03pm 
Thanks for your many feedback posts. It is definitely helpful. I'll see how the discussion unfolds and make a decision in the coming week. In the meantime I'm trying to get the AI to make use of the polder.
Moo Zedong 1 Jul, 2014 @ 5:35pm 
I agree with Arkham, 3 nearby land tiles is good. Otherwise you can build polders around most of your coastline, when it should only bee in coves and lakes. I've played a game with the 3-tile version and had plenty of oppurtinity to build polders. I think you should change it back.
Although I do feel polders are of little value until economics, so maybe a +1 food buff is in order.

Oh, and another suggestion: Can you add a popup that shows reccomends workers to build polders in certain places, like normal improvements do? Sometimes I forget that I can build in some places and it would be very helpful.

Thanks. I love this mod, I conquer civilizations purely to put polders on their lakes and costs, it brings me joy to see those little windmills spin.
Jarl Ballin 2 Jul, 2014 @ 7:36am 
I dislike the fact that you cannot build polders on marshes anymore. Historically many polders were not built on the actual sea, but on smaller lakes/flooded areas. The dutch only started to claim land of the sea in the middle of the 19th century, while polders on marshes and lakes have been built for ages.
KoffiePa  [developer] 2 Jul, 2014 @ 10:17am 
@Jarl Ballin': The marsh will not be brought back as a valid location for polders. I took it out both for balance reasons and for realistic reasons.

While what you say about polders is true, and a marsh may technically become a polder, it would not effectively become any different than the 'clear a marsh' action that is available to any civilization.

As for balance: The addition of new valid tiles has to be countered with the removal of others. Should you really wish to keep it: the mod is easily editable. I've added clear comments in the xml files and you should be able to find what to edit.
KoffiePa  [developer] 2 Jul, 2014 @ 10:23am 
@Moo Zedong: Thanks for your tile yield feedback. I'm working on getting the recommendation system working as well as getting the AI to build them automatically. It is proving to be quite a pain.
ALLYSSONBUI 3 Jul, 2014 @ 2:19pm 
esse jogo é bom?
BlouBlou 3 Jul, 2014 @ 3:16pm 
+1 for 3 adjacents tile requirement
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