Ahriman:
It goes to point of balance. You're trying to power up large cities to match the insanity we've been observing with smaller cities captured through conquest and held by puppet. I don't agree that that is a reasonable point of balance.
Rather than power up the large cities, scale back the small cities.
Then, shouldn't the solution be to transfer a portion of the power of hospital earlier?
It isn't nonexistent. It's just a little late, relatively speaking. I'm still not entirely sure this is actually the case. My last game with large cities involved India, and I kept pace easily with non-cheating King AI where I had two Civs that dominated their very large respective land masses. Of course, I used Maritimes as well, and I'm sure that they benefited me greatly.
A single Forge will benefit the production of a single large city that's geared towards making troops. Windmill performs similarly, each contributing +15% production. A single city can benefit from Marble. Two cities cannot. A single concentrated city also makes Wonders faster, and it will definitely complete Forges and Windmills faster than two cities making one copy each of such buildings.
20 production is low. For a size 10 city, it's respectable. For a size 20 city, that's on the low side. This is why many players cannot see the point of Forges. When you're only gaining 3 production, it's not that good. When you're gaining 6 and 6 each, and when they build quickly, it gets significantly better.
The production disparity is quite significant.
As for ease, I'm actually finding that not to be the case. Two size 10 cities require 24 happiness, whereas a single size 20 city requires only 22. It's true that two size 10 cities can each produce one Colosseum each, but that just eats into their production queues even more.
It's the happiness that's the main issue, I'm finding. Spread out empires founded on conquest have more luxuries. As long as you have enough luxuries, keeping small in terms of land size seems to be manageable.
It's probably best to change things one at a time. Puppets right now seem to have workarounds that players are using to subvert designer intent for them. They are supposed to be liabilities, but players are controlling them through indirect means.
As long as puppets always cost the player instead of benefiting them, I think it ought to be fine.
Ahriman said:This is intended. The only way to make buildings like public school valuable, by making large cities more feasible and more useful.
Its a deliberate design change to try to make few large cities more viable, relative to many smaller cities and expansion. Currently the game favors the latter in an extreme way.
Why *should* small cities get more benefit from Maritime city states?
It goes to point of balance. You're trying to power up large cities to match the insanity we've been observing with smaller cities captured through conquest and held by puppet. I don't agree that that is a reasonable point of balance.
Rather than power up the large cities, scale back the small cities.
Ahriman said:Biology is not gettable any time soon, at least not without massively delaying military development.
Then, shouldn't the solution be to transfer a portion of the power of hospital earlier?
It isn't nonexistent. It's just a little late, relatively speaking. I'm still not entirely sure this is actually the case. My last game with large cities involved India, and I kept pace easily with non-cheating King AI where I had two Civs that dominated their very large respective land masses. Of course, I used Maritimes as well, and I'm sure that they benefited me greatly.
Ahriman said:Until factories, there are no particular benefits to having one city with 20 production as opposed to 2 cities with 10 production.
And thats not even how it ends up working out, since its massively easier to have two size 10 cities than a single size 20 city.
A single Forge will benefit the production of a single large city that's geared towards making troops. Windmill performs similarly, each contributing +15% production. A single city can benefit from Marble. Two cities cannot. A single concentrated city also makes Wonders faster, and it will definitely complete Forges and Windmills faster than two cities making one copy each of such buildings.
20 production is low. For a size 10 city, it's respectable. For a size 20 city, that's on the low side. This is why many players cannot see the point of Forges. When you're only gaining 3 production, it's not that good. When you're gaining 6 and 6 each, and when they build quickly, it gets significantly better.
The production disparity is quite significant.
As for ease, I'm actually finding that not to be the case. Two size 10 cities require 24 happiness, whereas a single size 20 city requires only 22. It's true that two size 10 cities can each produce one Colosseum each, but that just eats into their production queues even more.
It's the happiness that's the main issue, I'm finding. Spread out empires founded on conquest have more luxuries. As long as you have enough luxuries, keeping small in terms of land size seems to be manageable.
Ahriman said:If their gold gold output can't match that from puppets, then they *do* lack in gold. Everything is relative.
Hence the boost for large cities and the nerf for puppets.
It's probably best to change things one at a time. Puppets right now seem to have workarounds that players are using to subvert designer intent for them. They are supposed to be liabilities, but players are controlling them through indirect means.
As long as puppets always cost the player instead of benefiting them, I think it ought to be fine.