Hiho;
First of all, thanks alot for making another modular modmod
How about adding a +1 for workshops when you use serfdom ?
Reasoning: You added plenty of possiblities to get - Pasture, Cities, Lumbremill/Sawmill, Estates, Ranch - all those net you extrahammers.
In the "old civ/ffh" you kinda just got Mines and Workshops if you wanted to go for hammers.
While Mines got another upgrade, Workshops did not get any buff yet - and those were already underused under "old rules".
Serfdom would kinda fit thematically for this.
I'd even think about giving Workshops +1 hammer all the time (start with -1 food, +3 hammers instead of -1/+2), on top of that - just to keep them viable when compared to all those other, buffed up improvements now.
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Does Arete still give +1 Hammer for mines ?
How about Deep mines ?
The changelog does not mention Arete, thus I'm wondering.
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How about +1 for Quarries (and its upgrades) when running slavery ?
Kind of a cliché, but perhaps you like thise idea
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I get your reasoning for not improving farms and mines, and trying to keep cottages as they are...
But right now, SE pays off even more than before. You still get plenty of food and all those new improvements take care of your production needs, thus you can just use specialists to get money/beakers all the way...
Don't know how to easily "fix" that (I'ma big fan of options, thus both SE and CE should be viable imho - right now it's not with those improvement of yours)
I guess one way would be to remove abit more in general from improvments to ensure that coins (when compared to food->merchants/scientists) pay off again - or if you don't want to nerf any improvements, I'd think about getting cottages (and the upgrades thereof) 1 more coin - or perhaps a civic (republic?) improving the output of cottages.
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My 2 cents so far, now back to playing/testing
PS:
Oh, one last thing:
I guess it's not that important, but a small read-me how to enable modules and where to copy your modular mod-mod to, would really help beginners...
First of all, thanks alot for making another modular modmod
I should start work on adding these in, and have the next version up in a couple of days. I'd also like to continue hearing ideas, especially for civic/improvement synergies.
How about adding a +1 for workshops when you use serfdom ?
Reasoning: You added plenty of possiblities to get - Pasture, Cities, Lumbremill/Sawmill, Estates, Ranch - all those net you extrahammers.
In the "old civ/ffh" you kinda just got Mines and Workshops if you wanted to go for hammers.
While Mines got another upgrade, Workshops did not get any buff yet - and those were already underused under "old rules".
Serfdom would kinda fit thematically for this.
I'd even think about giving Workshops +1 hammer all the time (start with -1 food, +3 hammers instead of -1/+2), on top of that - just to keep them viable when compared to all those other, buffed up improvements now.
------------------------
Does Arete still give +1 Hammer for mines ?
How about Deep mines ?
The changelog does not mention Arete, thus I'm wondering.
------------------------
How about +1 for Quarries (and its upgrades) when running slavery ?
Kind of a cliché, but perhaps you like thise idea
------------------------
I get your reasoning for not improving farms and mines, and trying to keep cottages as they are...
But right now, SE pays off even more than before. You still get plenty of food and all those new improvements take care of your production needs, thus you can just use specialists to get money/beakers all the way...
Don't know how to easily "fix" that (I'ma big fan of options, thus both SE and CE should be viable imho - right now it's not with those improvement of yours)
I guess one way would be to remove abit more in general from improvments to ensure that coins (when compared to food->merchants/scientists) pay off again - or if you don't want to nerf any improvements, I'd think about getting cottages (and the upgrades thereof) 1 more coin - or perhaps a civic (republic?) improving the output of cottages.
-------------------------
My 2 cents so far, now back to playing/testing
PS:
Oh, one last thing:
I guess it's not that important, but a small read-me how to enable modules and where to copy your modular mod-mod to, would really help beginners...