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#41 |
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Chieftain
Join Date: Oct 2010
Posts: 5
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I too have not built many barracks and the like because I just don't feel the benefits justify the cost. But unlike some people here, I don't see why that's a problem. The option is there to build it or not.
If you want to get the most of these buildings, the obvious strategy is to specialize your cities. One builds land units, the other mounted, the other naval. One building to improve those units in each city. |
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#42 |
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DUKE OF MAGDEBURG, OF BRE
Join Date: Jul 2002
Location: Canada
Posts: 10,106
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I played a long drawn-out domination on a huge map, and after taking out my neighbours, didn't build any more units in my cities, it was far more effective to just purchase units in captured cities before razing them.
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Dritarja mbi mjaft pluto, pėrveē tokės anije rritje shortit duket na e diel drejtuar me vlerė tė barabartė me shkrim oh kapur goxha objekt lejojė gravurė shfaqen tė tilla humbasin ligjin e pėrparme me tė cilėn Distanca moment kėndojnė thellė Feed Industrisė Malta song kopsht u bė asia vetė shpresoj dashuroj largėt rrokjet takim nuk mund dhomė kėnd dėgjoni javėn glossary kripė shkroi qese komb ngadalė papritur ndaluar ēojė formė qarė ndonjėherė tė keqe mbahet trajnimi muaj qeveria prill pėrpjekje pėr tė mbajtur dublin Xhamajka thotė jordan drejtpėrdrejtė puthje pėrjetė shumė krenar duke notuar game gjuha mund tė mbahet brenda makinės oksigjen rezultati vetė orėsh shkencės japanese malor qaj Kuba krahas hėnės ton trishtuar duhet pėrgatitur minuta njeriut i pėrkasin ulem punė tokėsore tė ushtrisė makinė emocionuese tė ngushtė zėrin tregojnė as1
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#43 |
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This Is Streamlined!
Join Date: Aug 2010
Posts: 1,026
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I just build wonders because they don't require maintance, and give better bonuses than regular buildings, while still keeping cities busy. Also, I don't even need many units. And if I do, there are militaristic City-states for that.
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"I've seen things you people wouldn't believe. Battleships on fire off the shore of Berlin. I've watched a-bombs glitter in the dark near Tenochtitlan. All those... moments will be lost in time, like tears... in rain. Time for one more turn." Last edited by Venereus; Oct 05, 2010 at 10:58 PM. |
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#44 |
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King
Join Date: Nov 2005
Posts: 668
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Well I am 160 horus in and have won with IDK 10 civs in every way possible.
The stables are an atrocious building, no possible scenario where I could imagine building one. The barracks is ok and I sometimes build them, though never until the middle ages. I think I built an armory once, don't think it was worth it. Other than that the rest of the unit buildings just seem insane. |
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#45 |
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Emperor
Join Date: Nov 2005
Location: Novosibirsk, Russia
Posts: 1,320
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I think OP forgets the following:
1. You could build these buildings before gaining some cool new unit's tech. If you build units instead, they'll become obsolete. 2. Resource limitations. Yes, horses are abundant, but iron, for example, usually don't. I build barracks in military-oriented cities very often. Armory sometimes.
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Freelance project manager and technical analyst. Contact me: stealthnsk (at) gmail.com Signature is a weird place for self-advertisement |
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#46 |
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Chieftain
Join Date: Aug 2007
Posts: 11
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My thought was to get rid of the exp bonuses (units get exp so quickly as it is and they don't die) and instead replace it with a production fairly hefty production bonus for units. Not sure what a good percent would be, but of the top of my head 30 to 40 percent seems justified.
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#47 |
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Chieftain
Join Date: Sep 2010
Posts: 55
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They should halve production cost and upkeep of all military units and properly show how much upkeep each unit costs.
Currently game encourages as small army as possible bit too much. |
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#48 |
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Venite, videte, audite
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Balance Issue: Unit-boosting buildings are all but useless
Luckily we already got several mods to fix the issue in different ways. Check the mod hub.
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#49 | |
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Chieftain
Join Date: Dec 2003
Location: Paris
Posts: 21
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Quote:
... You can't rely on it. Half of the entries are inaccurate or false. Not to mention that half the information is not even there anyway...
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#50 |
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The Undying Flame
Join Date: Nov 2005
Posts: 869
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Yeah. I have to concede that despite how I like many of the changed mechanics, the game does seem to have been rushed.
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#51 |
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Holy Megalomaniac
Join Date: Dec 2005
Location: Cold Country in Europe
Posts: 955
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Or you could just build the obsolete unit and upgrade it dirt cheap once new tech is available. Heck, you could even continue doing it after.
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#52 | |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Quote:
Think on the more close example of civ IV, the West point. It was surely a good boost for a city building military , but , due to it's high cost, it was normally not worth to stop building military to make it ( someone calculated that you would need to save 4800 hammers in units due to XP given by it to consider it paid compared with the option of keeping building units ) . In here the thing gets worse because the buildings themselfes pay maintenance ....
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#53 |
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Emperor
Join Date: Jul 2007
Posts: 1,203
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I think the OP is right about this one. If they had no maintenance cost, you could conceivably build them up during peacetime so that you can more quickly build an effective military when you see a war coming (sparing the maintenance costs of maintaining that military), but since they're quite expensive to maintain, you're pretty much just better off maintaining that military throughout instead of putting yourself in a position where you need to build units faster later on.
Basically, when you're in the position of building enough military that the military buildings are worth the production cost, you're taking on too much unit maintenance to want to deal with their maintenance costs. If you're not building so many units that the maintenance cost is going to be an actual problem, you're not building enough units that the production savings on the units outweighs the production cost of the buildings. For the experience buildings, you are trading off more units (the units you would have if you had taken the production time to build them instead of the barracks/etc) for better units... except this isn't really a net benefit, because the maintenance costs of the barracks/etc themselves end up offsetting the main benefit of going better instead of more, the cost savings for supporting a smaller military. The simple mod answer is cut the maintenance on them and in some cases the build times. The more elaborate answer is to figure out what the player should be getting out of them and redesign them from scratch to fit those needs. I may tackle that at some point. |
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#54 |
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Chieftain
Join Date: Sep 2010
Posts: 6
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What if the barracks gave like 1xp per turn for a unit garrisoned in the city?
With like a limit at 2 or 3 promotions? Then it would be worth it and you could train your armies slowly during peacetime instead of always just declaring war on a city state and leaving your units under the city to slowly gain exp from being bombarded:-) This would also make barracks worth more in smaller cities, because they don't produce tons of units but can hep train them. Might make a good balance? |
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#55 | |
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aka emperor
![]() Join Date: Apr 2004
Location: New Zealand
Posts: 6,344
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Quote:
In any event, it's a very intriguing thought, so good on you for thinking of it. It'd also mean that units built before the Barracks wouldn't be forever at a disadvantage, and could slowly be "trained up" if you desired. It would actually make the Barracks a very worthwhile building over time.
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Lord Parkin / emperor Read all about my adventures in the Realms Beyond Pitboss 4 game! All Leader Challenge games: ALC #26: Willem van Oranje/Dutch Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits! Member of: Team Innovia - Civ4 MTDG | Team Saturn - BTS MTDG | Team Sirius - BTS MTDG II Looking for Civilization III maps? Check out the Parkin Creations CFC Map Library. |
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#56 | |
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Warlord
Join Date: May 2003
Posts: 224
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#57 |
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Prince
Join Date: Jun 2010
Posts: 303
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Any building that has an engineer specialist slot is worth it for that alone, in my book. Great Engineers are the hardest GP to produce and also the best.
Water Mill is one of the worst buildings, but its replacement (Floating Gardens) is absolutely fantastic in the right city. |
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#58 | |
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Prince
Join Date: May 2009
Posts: 338
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Quote:
great engineers are ok for culture victories (snag sistine, redentor) but domination and science victories will have you idling (stocking) 4-6 great scientists until after either replaceable parts or rocketry, respectively. |
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#59 |
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Court Jester
Join Date: Jul 2006
Location: Minnesota USA
Posts: 2,139
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I agree with the initial post, but i would not advocate making buildings cheaper - I like the idea that a civilization chooses to invest in EITHER expansion OR in infrastructure. In this, small nations ought to be competitive.
Instead of making buildings cheaper, I'd argue for the "greater benefits". Every building should be a hefty investment, but in-so doing, one should benefit enormously. Larger nations/warmongers should go very building light. But a small nation that went building heavy SHOULD BE ABLE to compete with the large warmonger, each has their risks. The warmonger should risk inefficiency and unhappiness (and really, riots and civil war, but they took that out ) and the smaller nation should risk being outproduced or invaded by those who did invest time in units.I argue for the "better benefits" rather than cheaper buildings. Because if one makes the buildings cheaper - warmongers will be able to do both.
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Every court has its Jester, every circus its clown. But for those who wear the motley, always a tear behind the smile rests, always a wish for the curtain to finally fall. With the freedom of inconsequentiality, Wisdom's blessings imprison him forever alone behind the veils of laughter and mirth. -Qes The Pants Rule |
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#60 | |
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Servant of Civ
Join Date: Feb 2005
Location: Vancouver, Canada
Posts: 2,835
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Quote:
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For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. John 3:16 (KJV) |
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