I think what the author of the thread is hoping for is something like this
- 1
Like stated before, a mountainous province, doesn't mean it hasn't room for buildings and expansion. Just like most grasslands provinces don't have any kind of hills, mountains, or even forests.
Now be with me I haven't read all posts in this thread but why not make the production of fish uneffected by terrain types such as mountains as you do not fish in the mountains, you fish in the sea, rivers and lakes etc.
You asked why mountains should give constrained building (they don't btw, Farmlands just get a bonus); the answer is that mountains are harder to build on. That was your question and it has a simple answer, the issue of terrain simplification is a separate issue.
The suggestion that provinces with the terrain "mountains" had other terrain, like valleys, forests, even plains, is entirely true. In the same way as plains, farmlands, etc all had forests and hills in them. However, the current system has simplified the terrain into one type per province, when the change was made it benefited gameplay. Reversing that change and having split province terrain, particularly with all the new (and suggested) terrain types would require a huge overhaul of the system. It would have to be applied to EVERY province, not just the Norwegian provinces that are being complained about (some people don't seem to appreciate this). Reworking terrain to factor in the different terrain makeups in every province is not a feasible option.
Are people seriously asking why mountains should be harder to develop? They're mountains! You try building farms and towns on a mountain. It's really difficult! Where are easy places to build farms and towns? Why, grasslands and plains! It's common sense.
Well... they made a new province development system built on the terrain assigned to each province, so they should have detected that issue. And obviously, having detected the issue they should apply any given solution to every province. Applying a totally new system tied to a feature designed just for combat modifiers, is cutting corners.You asked why mountains should give constrained building (they don't btw, Farmlands just get a bonus); the answer is that mountains are harder to build on. That was your question and it has a simple answer, the issue of terrain simplification is a separate issue.
The suggestion that provinces with the terrain "mountains" had other terrain, like valleys, forests, even plains, is entirely true. In the same way as plains, farmlands, etc all had forests and hills in them. However, the current system has simplified the terrain into one type per province, when the change was made it benefited gameplay. Reversing that change and having split province terrain, particularly with all the new (and suggested) terrain types would require a huge overhaul of the system. It would have to be applied to EVERY province, not just the Norwegian provinces that are being complained about (some people don't seem to appreciate this). Reworking terrain to factor in the different terrain makeups in every province is not a feasible option.
If we had a cap-based system, rather than penalty-based, then terrain would not matter in this context. If your province made fish, the limit on how much you could develop production would be diplo-tech based: better ships, more fish.
That's not the only answer. Keep simplified terrain for combat. Just don't impose penalties on development because of that terrain. If you want to differentiate the ability for different provinces to develop economically, use other factors. Maybe you have to introduce a new factor, maybe not, depends how simple you want to make it, but we're not arguing to get rid of the simple terrain system that affects combat.
Agreed that having some frozen rocks in the ocean be the best development provinces is a bit weird. Will see what we can do about it.
No, people are asking why a small island is easier to develop than a province 10 times its size with easily 5 times the amount of arable land. Treating the entirety of Akershus or Trondelag as mountains is an imperfect solution that is far from the common sense generalizations that you've made.
Well... they made a new province development system built on the terrain assigned to each province, so they should have detected that issue. And obviously, having detected the issue they should apply any given solution to every province. Applying a totally new system tied to a feature designed just for combat modifiers, is cutting corners.
It wouldn't be the first unhistorical feature of the game. But i agree with you here.A Cap based system is both unhistorical and defeats the point of being able to go tall. Cities like Constantinople (and that's the City, not factoring in the rest of the province) grew huge way ahead of much of the rest of the world, either the cap would have to be high enough to allow cities like that (at which point it becomes meaningless for most of the world) or would unhistorically (and bad gameplay) constrain expansion. That's even assuming you can justify the system in the first place.
In addition, it would maintain exactly the same unfair system, just with a different cause. Produce fish or grain? great, you can grow more than the province that produces salt, you don't have any provinces that produce grain? sucks for you, cant grow tall. How would that solve anything?.
Where was suggested that the terrain system should be changed? Also, what should be changed is that terrain shouldn't have an effect on development, but rather communication lines. Historically you have urban centers develop more rapidly near the sea or great rivers, not in great plains, or grasslands (if that was the case, Portugal should have some huge cities in Alentejo).How do you simulate the genuine historical effect of terrain on city growth, maintain the simplified terrain system and factor in the fact that provinces actually consist of multiple terrain types at the same time? It is not feasible to try to change the terrain system (which WAS what was being suggested).
Now, adding passive development growth (or loss) as a result of different factors like rivers, peace, technology, trade goods, wealth and war is a way to go, it is what I have been suggesting in this and other similar threads. But beyond a few possible tweaks, the terrain system should not be changed and that was the issue I was responding to.
Ok, you're right that it's not just for combat. But it's for other subjects... all related to armies.Its not really an issue most of the time. The big talked about nation in every thread has been Norway, I think it is the only common example from all the threads complaining about the development system. One country suffering should not require a complete rework.
And anyway, they used the existing terrain feature, one NOT just used for combat, it also governs supply, attrition and defensiveness. Reworking the entire system for a change that for the most part works roughly historically is not a good use of time.
Where was suggested that the terrain system should be changed? Also, what should be changed is that terrain shouldn't have an effect on development, but rather communication lines. Historically you have urban centers develop more rapidly near the sea or great rivers, not in great plains, or grasslands (if that was the case, Portugal should have some huge cities in Alentejo).
A tiny and minor issue caused by a specific set of circumstances, that of Norway being almost entirely mountains whilst holding provinces that are coastline. Every mechanic has a questionable example you can find.
Though I will point out, some people were actually asking why mountains are harder to develop, so his post was accurate.
try that with rich mountain province feat persia/qara qoyunlySame problem is with Caucasus region: developing poor mountain provinces is a pain in 1.12.
As far as whether this issue is tiny and minor, I don't think so, the developer who is looking into this doesn't seem to think so either. I respect that you think so, but since I disagree with your reasons, your justifications fall apart when looking at Hamburg, and I seem to be more likely to get my way than you, I don't have to press the issue or convince you.
My only fear is that the developer will treat this as a one nation issue, put a 'fertile valleys' bandaid on it and miss the opportunity to develop a more rewarding and interesting system for terrain management. Development as an EU4 concept is, after all, in its developmental infancy, it's a good addition to the game but far from perfect and any opportunity should be taken to find a way to improve it. Even if some players think it's got a good use of time.