Fair enough, but is that little bit of extra granularity worth the issue with the Coal/Oil Plants?
45°38'N-13°47'E;13216727 said:I think I can have a look at the code and see if we can simply replace coal with oil and the opposite.
I'd rather keep them separate. I think there are enough differences once you get past the early Industrial Era that Coal and Oil need to be separate resources, especially when it comes to units. It's not just ships -- it's tanks, mechanized units, aircraft and more.
I agree on Tannery; the bonus is big, and there's a gigantic difference between Tannery without Salt and Tannery with Salt. Tannery without Salt is almost not even worth building.
We can't get too complex with the Armourer: the XML doesn't allow putting both a resource prerequisite AND a limitation on the same bonus. It's one or the other, so I'm going to leave it the way it is. Keep in mind the bonus is only for Land unit production.
I will do some looking, but I think there may already be a bonus to build a building that is replacing an existing building.
Here I have to disagree. Tannery as it stands is a culmination of years of tweaking. I vote it stays as is, no changes.
We did the same thing to forges back in RoM days. Forges when RoM was young was The production target building to get. Then ppl started picking at it. Wasn't long it's importance became minimal and it was an after thought type bldg in the end.
Who targets and aims for forges now? Will Tannery become just like it?
JosEPh
@45* and IPEX,
Still not the point. Yes forges are okay and better with resources obviously. But forges used to be "The" Production improvement that you focused your attention on to get asap, back in the day. Not so now. That is the point guys.
And tannery is now under similar degradation assault.
JosEPh
I think Forge is pretty good right now; it's one of the first things I build in a new city, along with Apiary, Granary, and AP-powered Monastery and Temple. If you feel that strongly about Tannery, I will leave it completely alone.
It's always the first thing I build in a city, but I'm not aware of how it got 'weakened'..?
I think I have an idea for what to do with Oil Refinery and Steel Mill. I've never been particularly comfortable with these two buildings as regular buildings, as it's possible for them to turn 1 Iron or Oil resource into a gigantic number of Steel or Oil Products resources. Most of the other buildings that provide resources are National Wonders, but I don't think that's quite the way to go here.
What if instead, Oil Refinery could only be built in a city that had Oil in its city radius, and Steel Mill could only be built in a city with Iron in its city radius? I think that would restrict the two buildings without crippling them completely. Also keep in mind that Ironworks and Biofuel Refinery would be exempt from these restrictions.
One thing I wish Civilization IV did differently was how it handled access to resources. If you only had one unit of Iron, that can supply your entire civilization with countless troops for generations. Other than corperations and the 'having a backup supply' and the possible trading to others... There's no real benefit for having more than one unit of Iron/Coal/Uranium/whatever nor any real drawback to only having one unit (Other than being cut off of whatever unit they unlock if it gets disconnected)
If I recall the Colonization spinoff actually provided benefits for owning more of a specific resource, and your troops/buildings production was limited by the availability of that resource. This is one of those things I'd love to see implemented, though it may not be practical or even possible... So that you could only train so many units with one unit of a resource, and would have to disband or in some way remove the units requiring that to be able to train more... Or something.
I guess that's what the Resource Depletion option is for, but I'm not fully sure I really want to use that. Dunno how often new resources would spawn, and it would totally suck to have your only unit of Iron for miles around randomly vanish in the middle of a war and be reduced to Archers while your rival is rolling down on you with Swordsmen and Maces and has three or more sources of Iron
Sure that happens all the time with the RMG, but it'd be so unfair for it to happen in the middle of a battle or something because of an unfavorable dice roll