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I can move slightly faster from what I remember but all in all, when I can build roads, I do so and this bonus become irrelevant.
All in all in my view adaptations need a total and solid rework. Not just in numbers but in what are they supposed to serve. They need A LOT more functionality.
So if you play on a desert realm(or just one with a lot of deserts), it provides a pretty decent benefit(being able to use that area and move faster on it) compared to not having it(it works in combat too).
Swamp adaptation greatly speeds up traveling if there are many rivers as well, which could be a strategic advantage.
So they are situational. Just like the Seafarer's Society trait is very situational(requires that the realm has a decent amount of water to beneficial).
Another example: Scout your enemy. Start proactively turning nearby tiles into "bad" ones, lowering your opponent's potential gain as they expand and slowing down their movement.
The big issue for me is the mana cost. It is just a tad too expensive when it only affects 1 tile at a time.
I was thinking more about the teraforming spells though.
Another idea would be to have an affinity bonus in each terrain type, like nature is stronger in forest/swamp, fire in desert, ice in snow, etc.
like I said, terrain seemed much more important and worth investing in for aow3, and it seems like they carried some of it over but it doesn't really make sense without the full system.
There's almost no point in using the single target ones as thats just a waste of casting points and mana (especially Natures cause the Grassland one seems to create forrests as it spreads too, so thats 2 spells on a continues application)
it's just disappointing that they have this whole climate system but it's overall fairly inconsequential.
In many ways it's a downgrade from Planetfall too because at least the climates made a difference for resources and city infrastructure.
Also - freeze water/lava and more. Fundamentally more.