
Originally Posted by
zephyrtr
But if ending your turn on ice harms the unit (like it does for Carthage and mountains -- as it would HAVE to do to avoid abuse) you wouldn't be able to get a scout across 5 tiles of ice without him dying. And +1 production to snow/tundra still doesn't make snow a desirable tile. It helps Tundra get on par with plains and grasslands, but this UA still feels very weak to me.
There's nearly nothing that shows up on Snow tiles Luxury wise, so really it's pretty bad. At least tundras have deer, you can probably get whales, and crabs and fish off the coast, and you're like to get iron and coal... everyone else is going to have most of the luxuries, and that's gonna suck if Inuit will be a small Civ. It's just a really funky premise to build a team around, because the game wants to penalize you in multiple ways for settling cold regions.
The no happiness penalty for Cities built on tundra/snow is iffy to me. I'd rather something almost like Netherlands: unique improvement that produces Seals or something off of Snow tiles, to help further deter invaders. They will say "Well, they're not settling particularly valuable areas, and they have a monopoly on this other luxury, so I don't see much point in going to war with them" and then you can push culture in peace.