Spammurabi
Chieftain
I was referring to the fact that if you build too many cottage cities early in the game, your production may be low enough to make you vulnerable to attack. I'm very much aware that once the necessary civics are in place, everything, including unit production, skyrockets. I use gold rushing myself once it becomes available. I was attempting to argue that there is a tradeoff for using too many cottages in the form of being weaker in the early game- you have to spend a lot of time building infastructure rather than units to optimize later rushbuying and your military would likely be weak.
Roland does point out that even a villiage with full bonuses is superior to a workshop or lumbermill given a financial civilization, which only takes 15 turns to develop, significantly less than the 35 turn lag changing a workshop to a mine. Lumbermills you might be able to argue for due to the fact that lumbermills on rivers produce gold and provide +.5 health, but would definitely fall behind towns even so. A watermill is probably better overall for a financial civ- a watermilled grassland provides 3/2/4. That's not really an argument against goldrushing being too powerful, just possibly a better way to implement it.
The reason why farms are important is that they can fuel city growth to work non-farm tiles. I suppose after you've reached optimum size they're not that useful, and are probably worth converting to cottages then.
I suppose since even a village provides better production than workshops with full benefits, something probably should be done to alleviate the imbalance. I think negating the benefits of bonuses to hammer production while rush-buying would probably fix it.
Actually, the more I think about it, the Kremlin is probably better off reworked somehow, although just how I'm not sure. It's really by far the most powerful wonder in the modern era- you just rush all your modern armor at ridiculous speeds and basically double your production. Maybe if the Kremlin halved your upgrade costs instead. I kind of like that idea.
Roland does point out that even a villiage with full bonuses is superior to a workshop or lumbermill given a financial civilization, which only takes 15 turns to develop, significantly less than the 35 turn lag changing a workshop to a mine. Lumbermills you might be able to argue for due to the fact that lumbermills on rivers produce gold and provide +.5 health, but would definitely fall behind towns even so. A watermill is probably better overall for a financial civ- a watermilled grassland provides 3/2/4. That's not really an argument against goldrushing being too powerful, just possibly a better way to implement it.
The reason why farms are important is that they can fuel city growth to work non-farm tiles. I suppose after you've reached optimum size they're not that useful, and are probably worth converting to cottages then.
I suppose since even a village provides better production than workshops with full benefits, something probably should be done to alleviate the imbalance. I think negating the benefits of bonuses to hammer production while rush-buying would probably fix it.
Actually, the more I think about it, the Kremlin is probably better off reworked somehow, although just how I'm not sure. It's really by far the most powerful wonder in the modern era- you just rush all your modern armor at ridiculous speeds and basically double your production. Maybe if the Kremlin halved your upgrade costs instead. I kind of like that idea.