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The first thought I had when I was playing last night was, it is very strange to see a farm tile with Flood 34% bordering 3 tiles that need to have water dumped on them b/c they are at 49% moisture. I wonder if it would explode the calculations to say 'can tiles next to Flooded tiles soak up some of the excess water?' While that sounds like low-bandwidth-CPU death, it also would put an interesting tweak on the decision process of players... I would want to be farming right next to Flood-prone tiles, if not specifically on them.
I haven't played long enough to figure out what happens to Production structures that are built on the Flood-prone tiles, esp when they are flooded. Do they get harder to use? I kinda feel like they should. Also I need to go build a lil enclosed room on some Fpt to see if the room floods... b/c tbh I think it should. It would incentivize players to care where they build or else build flooring in their houses. 'Why yes, I built this large manorhouse in the flood plain, but we spent the time to build up a good foundation, so I'm not worried.'
Should it take more time to construct road/flooring/walls on Flood prone tiles? I wouldn't argue if that were the case, it would feel realistic. Or like, have the difference between 'faster, less effort' road tiles that get flooded, or 'more effort, longer construction time' road tiles that don't flood, even on Fpt.
Overall, I like the mechanic, and I need to play with it some more to see what its doing.
ETA: Interesting... the TS tiles where I'd had Beans planted, after about 5 game days with flooding being a possibility, the 'blueprint' for planting beans there is just gone. It's plain Tilled Soil with nothing planted. Maybe that's part of the mechanic, that some crops will survive and some won't. (It better be Thistle, lol X D that survives flooding X D)
ETA: Since we start the map during summer, it's also impossible to know where the flooding will happen?
oh, ps OP, a Tilled Soil tile with 100 Moi/Fert gives 150% GR in the spring and summer (and maybe fall too?)
Once I build a roof over Flood-prone tiles, and the flooded-ness drains away (ie high summer), even when the surrounding Fpt flood again, the covered but unfloored tiles do not re-flood. Considering the scale of a tile, this feels unrealistic to me... (or maybe I have lingering PTSD from growing up in a house at the base of a hill that would Receive Water Thru The Walls if it rained too hard...)
I also hadn't tried roofing the flood plain tiles at all, but that seems a bit gimmicky to rely on as a main part of handling those spaces. Good idea figuring that out though. I do also agree that some amount of spillover between tiles would make sense. A tile with 90% flood and an adjacent with 40% is a bit odd.
I agree that you shouldn't plant anything on tiles that will flood unless the crop is flood-resistant (onions, neeps, and flowers, IIRC).
Any kind of built surface completely blocks flooding, so the main effects are further incentivizing building paths around the map to avoid the movement penalty, and making you think more carefully about where you will put your farms and pastures. So for me it isn't really making that big a difference to gameplay, aside from having to move some farms on established saves.
Edit: Also, turning down floodplains in the map creation actually gives you three more points you can then spend on more wildlife or trees or whatever other useful stuff. If they mostly limit your space without any upsides, why would anyone turn the slider up for them?
When I get bored of my current game, I'll do one without heavy rain and see if planting /on/ Fpt works out. Maybe the 'drowning out' doesn't happen there, and TS-Fpt is more of a benefit.
I feel the intention is that you can actually work with the flood plains to your favor by using the fertilisation (no idea how prevalent this was in medieval Scotland, but I played quite a few Ancient Egypt city builders so the concept is not lost on me). But the way it is currently set up, it does not work that way. I have a previous game with heavy rain where half my fields happen to sit on the new floodplains. Guess what, they are flooded for most of spring and autumn so I can't plant anything there, leaving only summer where I avoid to plant anything because the constant need for watering just isn't efficient. The solution is to just avoid the floodplains and set my fields elsewhere. You can't even cultivate a mushroom field there because they get killed as well. So I just end up with some areas of unusable space of unsightly puddles for half a year. How is that in any way interesting or challenging?
The goal is to have using the flood plains to be desirable, but the risk of a flood being a gamble players take.
I very much appreciate all this discussion and will prioritize improving the flood plains mechanic.
Peat grass is flood resistant, so bog flooding won't harm them, and the added fertilizer will aid in growth afterwards.