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I agree, for lore reasons the population of the caves should be reduced. The cave forests and drip caves both have much higher population than one would think (14,279 and 12,793 in my game much higher than the average surface population of 10,104)
Thats a lot of mushroom pickin' agarthans.
Moreover, such an explanation does not answer the question, but simply redirects it. Magic may have its own operating laws and limits, even if they appear messy, unknown, or unspecified by the author of the work.
Regarding underground plants. In addition to mushrooms, strange dark flowers grow in the caves of Dominions. Perhaps they use magic as a source of energy instead of sunlight. However, assuming that background magic is capable of supporting large-scale ecosystems in the same way that the sun does on the surface, this means that Dominions space is filled with a enormous amount of energy. Then the question arises, why the same magic-consuming plants do not grow on the surface or in the Void. It would be more logical to assume that magic is still not enough to maintain the same amount of vegetation as under the sun.
It ranges from a humble 30 gold to 200 gold.
Rarity 0 great gold mine or hidden gold deposit bringing 150 gold is a bit much. It's on the range of the income of one good EA province. It would be fine as a very rare site but this is a lot more impactful compared to a lot of rarity 0 sites that bring 1 gem a turn.
What's unclear to me is how the magic site pool is chosen, as the inspector only has the cave tag. Do you have information about this?
So, back in Dom 5, when a site was generated, it had a 75% chance of generating a rarity 0 site, a 22.5% chance of generating a rarity 1 site, and a 2.5% chance of generating a rarity 3 site. It's my understanding that it then went through the list of relevant sites to pick one that can generate in the area.
So, for example, if you have a province whose only tag was "cave", and it generated a site, that site would have a 1.74% chance of being a Great Gold Mine. If the province was also a forest, then that chance would drop to .71% (because you add the forest provinces into the pool of sites that can be picked in that province, not including the forest provinces that can't generate in caves). Which doesn't seem like much, but when you have 550 provinces and the potential for 4 sites per province, you start to see a lot of them.
The issue here, as powerfinder noted, is about energy budget. Clearly caves in Dominion do have a lot more energy available than our world and magic is the obvious explanation. Magic is so abundant that is can crystalise into gems.
On the surface there simply isn't space for more life -except in places where conditions are simply too harsh -energy supply isn't a limiting factor. Well that's one possible explanation: obviously I'm just making stuff up but that's how it looks to me.
While the caves clearly have more money and the populations being the same feels wrong, I think more money and less population would be fine. It's perhaps worth noting though that a population number is a little strange since 1000 giants and 1000 wisps are very different things.
140% (154%) wealth from caves is enough to be noteworthy but not enough to be automatically problematic or demand all nations rush for caves.
Sample size is fairly small but 140% is a big enough gap to be confident there's a real effect here (caves could be 120%, could be 180% but unlikely to be equal).
For now I provisionally assume the gem difference was just variance though it wouldn't greatly surprise me if there was something happening there too.
But I don't like that the caves 'double dips' by having very large populations AND having so many mines. It feels weird from both a balance and a flavor perspective. I feel like there should be some changes to population in one of these below ways-
-Cave Forests just need their population dropped by a lot- like 20-25%
-All caves need their population dropped by a little, like 10% across the board
-A new cave type mixed into province generation 'barren cave' that has on average less than 2k population, to lower the average down.
-Cave Forests become much rarer.
-Surface populations go up instead
I do feel like I would like to add more data to the data-pool. For instance, in my underground I only had one very short river that bordered only 2 provinces- Most games I've played have had many more- (which incidently would raise the income of caves even more) I also had no underwater cave provinces
For underwater surface provinces my map generated only ONE gorge- they seem so rare now I almost thought they had been removed from the game- and they are no longer a 'subtype' province like in dom 5, but their own 'thing'.
Since I have 400 surface provinces and only 100 cave and 50 underwater, I think generating another map and then adding the information for another 200 caves and 250 water would probably be useful- but it would take some time.
I also wonder if I would get 'better' or more 'average' data from generating many smaller maps instead of one big map, which might skew the data towards weird geological stuff in how the big map generated by chance.
The consensus appears to be the population, at least, should be decreased in the caves. Which begs the question...can this be addressed via modding?