It, um, appears you need something exciting, or at least noteworthy. Since I would prefer that excitement be directed other place than lairs, let's talk about Tupperware!
What? What's wrong with Tupperware?
Ok, fine. Let's talk about Fire in the forest!
As you may be aware, there are 4 main ways for jungles and forests to catch fire in this game (technically, creates a Smoke).
Coincidentally enough, Nicolae can (well, eventually) do all of the above! We can do 1 and 4, and probably many/most of our opponents are in the same boat.
'Burning down the elven forest' is often discussed as an easy way to threaten the Ljosalfar. How realistic is that, anyway? I decided to make a worldbuilder test and play around with it.
But first, some info from the XML
What's striking here? Well - first and foremost, I couldn't find any code that makes Smoke go away - only Spring seems to do that. It appears to stick around forever, or at least until it becomes Flames. Once it's Flames, we're talking ~5 turns to go out and become Burnt Forest, and then ~33 turns/step of upgrade back to where we want it. Burnt forest cannot catch fire again, nor can New Forest, but the essential random nature of the upgrades means it's quite reasonable for a tile to grow to Forest while a Smoke still smolders on a nearby plot.
While a terrain is Smoked, it's a -10% defense. Flames, of course, are definitely impassible to anyone but Fire resistant creatures - mostly demons and orcs. I believe, but am not certain, that Smoke also causes unhealthiness in neighboring cities.
How much of this matches a world builder test? After all, it's possible that the relevant code is in a different file than those I looked at, or a differently named variable, or some such. Let's find out!
I made a worldbuilder file, and set 4 Smokes going, and waited 50 turns. What happened?
Well, the first two just smouldered:
Yep. 50 turns from casting Blaze, and there's still nothing happening. This isn't terribly surprising, assuming I read the XML correctly. There's a 22% chance for a tile to make it 50 turns without any change.
Next, we had a couple examples of fires that spread:
This one burned 7 tiles in 50 turns, and created another 15 Smokes. Annoying, true. Smoke is -10% tile defense, so it would hurt our forest fortresses, and if we make it to Ancient Forests, well, that's 7 tiles that have to start over from scratch. And if we let it burn another 50 turns, probably many of those Smokes would also go to Flames, etc.
It turns out that it's possible for a tile to turn to flames and then go out in the same turn, leaving behind a Burnt Forest. This is probably the best case, that it only wrecks the tile it's on.
Also, notice the pattern - when Smoke spreads, it spreads to *every* adjacent tile to the flames, rather than checking each tile individually as I expected.
This one burned 9 tiles, but only has 8 remaining Smokes; there's a chance it might burn itself out, although admittedly I didn't test this yet. Also - notice that some of the Burnt Forests have already become New Forests.
So, what are some general lessons to take from all this?
To conclude? Spring adepts are not a 'nice-to-have', they're a requirement. Someone, sooner or later, is going to make our forests burn, and it's Spring or suffer then. On the other hand, they're not an urgent need, either. Even when the fires do start, they're slooooww.
If we can get some fires set in the jungle (say, by killing Pyre Zombies in Sheaim lands), odds are good of both it eventually turning all the jungle to forest, and also taking long enough that we can walk, not run, to Spring adepts to control the edge of the fire.
And we definitely do not need to worry about getting spring adepts as part of any T100 force. So long as the fires aren't starting in our lands (and with Hawks and PoL, we ought to be able to avoid that), we'll have plenty of time to deal with them eventually - 50 turns to transform 1 Smoke into 7 Burnt Forests is not a rate that scares me. By T150, say, we'd probably want to have one or two Spring adepts.
What? What's wrong with Tupperware?
Ok, fine. Let's talk about Fire in the forest!
As you may be aware, there are 4 main ways for jungles and forests to catch fire in this game (technically, creates a Smoke).
- A Fire adept sets the fire
- A Pyre Zombie explodes
- The Sheaim cast their world spell
- A ritualist casts Ring of Flames
Coincidentally enough, Nicolae can (well, eventually) do all of the above! We can do 1 and 4, and probably many/most of our opponents are in the same boat.
'Burning down the elven forest' is often discussed as an easy way to threaten the Ljosalfar. How realistic is that, anyway? I decided to make a worldbuilder test and play around with it.
But first, some info from the XML
- 3% chance/turn that Smoke becomes Flames
- 20% chance/turn that Flames spawn a smoke in a surrounding tile
- 20% chance/turn that Flames turn into a Burnt forest
- 3% chance/turn that Burnt Forest turns into a New Forest
- 3% chance/turn that New Forest turns into a Forest
- 3% chance/turn that Forest turns into Ancient Forest (when FoL)
What's striking here? Well - first and foremost, I couldn't find any code that makes Smoke go away - only Spring seems to do that. It appears to stick around forever, or at least until it becomes Flames. Once it's Flames, we're talking ~5 turns to go out and become Burnt Forest, and then ~33 turns/step of upgrade back to where we want it. Burnt forest cannot catch fire again, nor can New Forest, but the essential random nature of the upgrades means it's quite reasonable for a tile to grow to Forest while a Smoke still smolders on a nearby plot.
While a terrain is Smoked, it's a -10% defense. Flames, of course, are definitely impassible to anyone but Fire resistant creatures - mostly demons and orcs. I believe, but am not certain, that Smoke also causes unhealthiness in neighboring cities.
How much of this matches a world builder test? After all, it's possible that the relevant code is in a different file than those I looked at, or a differently named variable, or some such. Let's find out!
I made a worldbuilder file, and set 4 Smokes going, and waited 50 turns. What happened?
Well, the first two just smouldered:
Yep. 50 turns from casting Blaze, and there's still nothing happening. This isn't terribly surprising, assuming I read the XML correctly. There's a 22% chance for a tile to make it 50 turns without any change.
Next, we had a couple examples of fires that spread:
This one burned 7 tiles in 50 turns, and created another 15 Smokes. Annoying, true. Smoke is -10% tile defense, so it would hurt our forest fortresses, and if we make it to Ancient Forests, well, that's 7 tiles that have to start over from scratch. And if we let it burn another 50 turns, probably many of those Smokes would also go to Flames, etc.
It turns out that it's possible for a tile to turn to flames and then go out in the same turn, leaving behind a Burnt Forest. This is probably the best case, that it only wrecks the tile it's on.
Also, notice the pattern - when Smoke spreads, it spreads to *every* adjacent tile to the flames, rather than checking each tile individually as I expected.
This one burned 9 tiles, but only has 8 remaining Smokes; there's a chance it might burn itself out, although admittedly I didn't test this yet. Also - notice that some of the Burnt Forests have already become New Forests.
So, what are some general lessons to take from all this?
- First, Fire is inexorable. If you don't do something, it will burn until there is nothing unburned. No Smoke will go out short of at least burning the tile it's on, and it's likely to set Smokes in all the adjacent tiles as well. The only exceptions are luck, or a firebreak. Unless you're willing to deal with a perpetual fire, or chop down forests to be firebreaks, we need Spring sooner or later.
- Second, surprisingly, Fire is pretty slow. 20-30 turns/tile forward! Spring therefore is not an urgent requirement. We also probably don't need a huge number of Water adepts - if you can find the Grigori or Elohim soon enough and get a 10T loan, that's probably enough (so long as we protect the relevant adepts).
- Third, as part of the nature of dealing with low probability events, there's a lot of variance. Fire ends up being quite unpredictable; as you saw, we had everything from nothing happening to enough fire to really mess up a city.
To conclude? Spring adepts are not a 'nice-to-have', they're a requirement. Someone, sooner or later, is going to make our forests burn, and it's Spring or suffer then. On the other hand, they're not an urgent need, either. Even when the fires do start, they're slooooww.
If we can get some fires set in the jungle (say, by killing Pyre Zombies in Sheaim lands), odds are good of both it eventually turning all the jungle to forest, and also taking long enough that we can walk, not run, to Spring adepts to control the edge of the fire.
And we definitely do not need to worry about getting spring adepts as part of any T100 force. So long as the fires aren't starting in our lands (and with Hawks and PoL, we ought to be able to avoid that), we'll have plenty of time to deal with them eventually - 50 turns to transform 1 Smoke into 7 Burnt Forests is not a rate that scares me. By T150, say, we'd probably want to have one or two Spring adepts.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker