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The square you found a base on gives the same nutrient yield regardless of moisture level, the same mineral yield whether flat or rolling, and the same energy yield regardless of altitude - and terrain enhancements done in advance make no difference either, or I'd be founding all my bases past a certain point on condensers w/soil enrichers. Putting a base on a square with some bonus, whether a random terrain one or an area bonus like Monsoon Jungle or Uranium Flats does, and a river square gives the base itself an extra EC per turn.It doesn't really make sense that a in the middle of a desert produces the same food as does one in a fertile wet area, does it? I'm not necessarily advocating changing it as a bug, but it hurts the internal logic of the game, doesn't it?Thoughts?
Considering how many square miles each space represents, it makes sense that measurable resources would be collected at a base.
I would think that the thing to do, were this to be modded, would be to give moist (or rolling or higher elevation) squares +1 and rainy (or whatever) +2 and make the game go that much faster - the AI would get the same advantage after all, little as it would be practical to get it to alter settlement plans accordingly.-Maybe this is a bad idea - unless the AI only gets the boost...
Quote from: gwillybj on April 20, 2013, 12:29:28 amConsidering how many square miles each space represents, it makes sense that measurable resources would be collected at a base.I disagree with the first part. A beginning base is probably rather small compared to its tile, and the largest base doesn't have any more resources in its tile than the smallest.
I wonder if we're talking about different things. What I meant was, since base output never changes, it has nothing to do with base area, i.e., "considering how many square miles" is not a factor.