People complained when you could only build Myth buildings where the palace was. So yes you should be able to build them anywhere.
The Song buildings are what make the myths pseudo national wonders so you need one per myth otherwise you will only be allowed one myth.
If you make the song buildings appear later then you will be able to build many of the myth buildings before the Song building comes into play making them not pseudo national wonders.
The education (and culture) was added to the song buildings recently at the request of other modders. I did not have them producing anything. So it can go back to culture. It was just that people wanted something when the Myth building stopped providing
.
I do understand how frustrating this must be for you. I'm sorry for that and I'm trying hard to think of solutions here that can be solubale.
What if we:
*No research on myths - just give them each a culture and let the rest be handled by the song since the song is going to the city the myth is built in anyhow. (Or have the myth double up on the bonus given by the song if we're using this idea.)
*Have each song produce a different type of benefit. 1 song could give +1 Production. Another, -1 Crime. Another +1 education, Another +1 Research. Another +5% research. Another +1 XP to Melee. Etc... try to match it to the spirit of the animal and what traits the animal can teach humanity to value by its example. Try to keep as few overlaps as possible, best if there were none, at least within the same biosphere. With differing XP by combat class, healing by combat class, so many properties, the list of potential benefits in C2C can really go on and on and on and on so perhaps we can make this work! It could also help players to introduce themselves to new C2C features like the various properties.
(Personally I think this would be really fun too as it would make each myth/song feel like a special flavor of candy in a huge basket of candies where there were no two alike!)
And I think this is really the only valid solution without changing the whole structure of education or anything else you want to have them all do. The problem is that there are so many repetitive sources of bonus for one particular thing. That's going to throw the balance of whatever that thing is off terribly during the prehistoric era. So if we vary the things we benefit with songs we can rebalance this out - if you want some help with that I'd LOVE to assist - I'd just need the official list of songs.
No wonder the capital is so much harder to keep up in Education in the early game. I was wondering where needing 2 more Storytellers in my Capital to keep the same level of Education came from.
I'm on around 20 Songs giving Education. Not all do, fish songs do not, songs of Earth, Fire, Sky, Sea, and Metal do not, Bull does not, Palaeolithic songs do not.
Yes, I agree, too much all in all even if only getting some 10 animal myths with Education Property.
What about +1% Education instead, so if you are getting as many as you humanly can you might end up with +25%, and suddenly not over the top early on. If Properties can be set to +% that is.
If possible I would set the same on the Myth buildings too, thought without removing the +1:.science:, otherwise any city that concentrates on the Myths will still lag behind, need more effort, while I would think such a city would be better off educational wise.
Properties don't currently have a % capacity. There might be a tricky way to write the xml to make that happen but we'd have to summon the ghost of AIAndy to find out how.
Thunder: Maybe reduce the benefits of each level of Education to that +2% you mentioned instead of +5% too, on all areas. 4 levels being easy to get (even if reducing Education from Myths as I can easily get to 1000 Education in the capital too) so for no real effort gaining +20%
. Right now I am at 7 levels as the levels are not changed yet, so +35% in each of those, with ease.
Cheers
I might make the structure more granular (meaning if I reduce the modifiers then I'll increase the amount of buildings giving them so that at the highest end it will still have the same total - but I have also been looking to extend the length of the scale so that it takes more education to get to the next levels) but I do believe education should be a powerful influence - just needs to be a challenging and powerful influence though not overwhelmingly challenging.
Right enough, it does. No idea then, maybe just feels like it is then. Seems I need more Storytellers to keep it above the 1k Education. Could be because it is a bit larger too. *laugh*
Cheers
Size would certainly be the largest factor.
Please don't create even more % bonuses in C2C ... it feels highly unbalanced as it is with the % bonuses ...
% education bonuses at this stage wouldn't mean much. 2% of 10 is 0. The end of the prehistoric MAY see base numbers as high as 100 or so so by the time the myths are obsolete they MAY (in extremely high cases) be giving as much as 2-4 education each if they are adding +2%.
Later in the game +1% can = over 100. So the applicability and balance in a % factor is highly age dependent.
I wonder if Storytellers don't come too early. The build up promotions (btw, AWESOME idea!!!
) are really powerfull. And storytellers are pretty cheap to build.
Having songs that provide education is actually quite nice. Maybe, instead of lower that, we could use another education sink? Before writing was invented, it wasn't that easy to transfer knowledge to the next generation. Maybe a building (autobuild or not) could have a lot of negative education. Or link it to eary housing. Writing, Printing Press, Internet... they all would "add up" a step in education I guess.
As a sidenote: Why can my hunters build up traps around them before trapping is invented?
1) It should be possible to put tech prereqs on each level of the buildup so we can limit by tech how far even a buildup can be effective. I was waiting to see through some testing if and what prereqs to add there but I'm sure the Teaching (and other property control factor) buildup(s) could really use some limiting.
2) I quickly came to the same conclusion on the trapping... I added the trapping tech as a prereq to the promotionline but I'm wondering if it's still effectively limiting the buildup as it should. It's also possible I haven't committed that adjustment yet. I'll have to look into it - if you have a moment and can open up the promotionline infos xml - is the prereq tech set to trapping on that buildup? If it is then the tech prereqs on promotionlines aren't functioning properly.