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Johan

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Could be useful in some locations, but you need access to fresh water..
 
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Now I can roleplay my river village gameplay

Edit: wouldnt a name like "acequia" be more fitting? Or "irrigation system"
 
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There would be a map to know where you have fresh water? Or maybe it's shown in terrain map?
Also, if you have fresh water in location A and location B is adjacent to loc. A with no fresh water, if I build an irrigation system in location A can I build it in location B? Like an irrigation network
 
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There would be a map to know where you have fresh water? Or maybe it's shown in terrain map?
Also, if you have fresh water in location A and location B is adjacent to loc. A with no fresh water, if I build an irrigation system in location A can I build it in location B? Like an irrigation network

Adjacent to a lake or river.
 
‘Food production +5%’ – is it valid only for background food production by unoccupied peasants, or does it also affect the extraction of all food-related Raw Goods in buildings, farms (like wool, livestock, olives etc.)?
 
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Thoughts on qanats as a culture-specific building that works similarly but doesn't require water adjacency, at the cost of requiring more masonry to build?
 
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Would be cool if countries could either build irrigation (more food) or watermills (more production) on rivers, depending on geography/climate, which would represent the focus on irrigation in Monsoon Asia, as well as the focus on watermills in Western Europe. Not sure how that could be modded in, though.
 
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Would be cool if countries could either build irrigation (more food) or watermills (more production) on rivers, depending on geography/climate, which would represent the focus on irrigation in Monsoon Asia, as well as the focus on watermills in Western Europe. Not sure how that could be modded in, though.
Rather easily. Just make the two buildings mutually exclusive. Then just have a production method for various buildings that would benefit from water power that they could switch to if a watermill is present.

Then just code up the AI logic on construction as to whether or not it needs more food in that location or more production to decide which to go with. The rest should follow, if the setup is right.
 
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Rather easily. Just make the two buildings mutually exclusive. Then just have a production method for various buildings that would benefit from water power that they could switch to if a watermill is present.

Then just code up the AI logic on construction as to whether or not it needs more food in that location or more production to decide which to go with. The rest should follow, if the setup is right.
Well, that ignores the geography and climate restrictions, though. That's what I was talking about.
 
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‘Food production +5%’ – is it valid only for background food production by unoccupied peasants, or does it also affect the extraction of all food-related Raw Goods in buildings, farms (like wool, livestock, olives etc.)?

both
 
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How exactly does the food production from food-related Raw Goods work?
Is it more like this:
Food.png

or this:
Food2.png

or something else?
 

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A suggestion for buildings - and the irrigation building in particular - is that rather than give a fixed bonus, the building should have a more significant effect. Such as unlock new options or cancel a weakness (in irrigation's case).

For example, a location that is in a Mediterranean climate does not have summer rainfall. This should create some problems. It means you can't plant a summer crop. It means you typically have to use transhumance for grazing - livestock need to move with the seasons to avoid overgrazing on the more limited fodder that is produced with less rainfall. This should make a noticeable difference not just in overall yields (from missing a seasonal planting), but also in the ability to use fertilizer. Less livestock means less fertilizer. Mixed-husbandry should be harder. And so on.

Rather than just have irrigation give +5% in every setting, so it makes Mediterranean 5% better and makes Oceanic 5% better, why not have irrigation cancel those negatives? Irrigation would allow a Mediterranean climate location to plant summer crops and have livestock amounts like an Oceanic area. Basically, you can "make the desert" bloom sort of thing (obviously, Mediterranean isn't a desert, but you know what I mean).

This is obviously a much different system, but it is also much more interesting. You could still build irrigation in Oceanic climate places, but maybe it would only give a +x% bonus. Instead, it probably makes more sense to build watermills as @Mef suggests.

Just an idea. I think this would be much more interesting. Maybe irrigation is kind of unique in that it would have such a large effect, but maybe not. If this seems too powerful, then consider that you couldn't build irrigation everywhere. Only in places with access to fresh water.
 
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Would be cool if countries could either build irrigation (more food) or watermills (more production) on rivers, depending on geography/climate, which would represent the focus on irrigation in Monsoon Asia, as well as the focus on watermills in Western Europe. Not sure how that could be modded in, though.

Well, that ignores the geography and climate restrictions, though. That's what I was talking about.
Don't see a reason to make irrigation and sawmill mutually exclusive. The reason Asia focussed more on irrigation is basically down to stapple crop grown, rice, which is very thirsty. All that geography does is change the underlying technology of the irrigation system. That is why you see padi rice terrace farms in the hills, mountains of Asia as they need to slow down the water, where in flatland you will see canals, reservoirs, sluices and a powered system like wheel, screw or shaduf to transport the water against gravity into and within the irrigation system. No need for any of that in Western Europe because we didn't grow rice so could use some of the same technology for other purposes.
 
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Don't see a reason to make irrigation and sawmill mutually exclusive. The reason Asia focussed more on irrigation is basically down to stapple crop grown, rice, which is very thirsty. All that geography does is change the underlying technology of the irrigation system. That is why you see padi rice terrace farms in the hills, mountains of Asia as they need to slow down the water, where in flatland you will see canals, reservoirs, sluices and a powered system like wheel, screw or shaduf to transport the water against gravity into and within the irrigation system. No need for any of that in Western Europe because we didn't grow rice so could use some of the same technology for other purposes.
Sawmill?
Various Chinese dynasties had laws that prioritized irrigation (and trade) over water wheels when it came to river use, there are records of many watermills being destroyed because they interfered with irrigation canals.
Monsoon climates also generally aren't as suitable for watermill use and many major rivers in Asia are slower and bigger than rivers in Western Europe. Of course, rice doesn't require milling so that means there is less need to build watermills anyway.
 
‘Food production +5%’ – is it valid only for background food production by unoccupied peasants, or does it also affect the extraction of all food-related Raw Goods in buildings, farms (like wool, livestock, olives etc.)?

Ideally, this should have different effects on different crops. Like, livestock shouldn't care much for irrigation cause it can walk, while wheat, cotton and rice should benefit from it greatly. Potatoes and sturdy grains on the other hand are less fussy and shouldn't get a very big bonus from irrigation, which would make them more desirable in areas where few locations can afford irrigation.
 
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