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A New Dawn Add-Ons

TechXLtd

Prime Directorate
Joined
Feb 19, 2005
Messages
197
This thread is designed to invoke new ideas on what to add, tweak, and possibly overwrite older techs, units, and/or buildings.

I am open to do some new add-ons to A.N.D. and will be using this thread to post and discuss them. If you wish to use these additions in any other mod then you may use them provided I am credited as well as the original author. I will not convert them for use in other mods. This you must do on your own or find someone to help you do so.

Add-ons Under Review said:

Add-ons currently being worked on (+%) said:

Completed Projects said:

Note: These projects may and would preferably integrated into new versions of "A New Dawn" as well as any other mods provided you inquire with me first with the exception of Afforess
 
reserved for projects features
 
Starting on the proposed "Waterworks Pack" from HydromancerX. Any discussion on what attributes to give to them? I will start from here and see where it goes:
Changes are Green, Removed are Red
Town Well
Cost: 50
Health: +1

Requires: Pottery, Masonry

Obsolete: Invention

Special Abilities

* 5% Maintenance
* +1 Health with Public Works.
* Double production speed for Agricultural leaders.
* Upgraded by Artesian Well
* Provides Fresh Water

------------------------------------------

Water Pipes
Cost: -
Health: +1

Requires: Canal System, Metal Casting

Obsolete: -

Special Abilities

* 5% Maintenance
* +1 Health with Public Works.
* Provides Fresh Water
* Given for FREE by "Department of Water"
* +1 Unhealthy with Lead
* +1 Health with Copper
* +1 Unhealthy with Iron
* +1 Health with Aluminum
* +1 Health with Steel
* +1 Production with Cement
* +1 Health from Plastics
* +1 Health with Nanotubes
* +1 Health with Chemicals

------------------------------------------

Department of Water [National Project]
Cost: 600

Requires: Canal Systems, Metal Casting, Civil Service

Obsolete: -

Special Abilities

* 25% Maintenance
* Double production speed for Agricultural leaders. (Seems a bit overpowered)
* Gives FREE "Water Pipes" to every city.

------------------------------------------

Cistern
Cost: 105
Food: +1
Unhealthiness: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities

* 5% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.
* Upgraded by Reservoir
* Provides Fresh Water

------------------------------------------

Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics, Water Pipes

Obsolete: -

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.

------------------------------------------

Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities

* +1 Health with Public Works
* Double production speed for Agricultural leaders.
* Upgraded by Wind Water Pump

------------------------------------------

Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.
* Upgraded by Water Pumping Station

------------------------------------------

Reservoir
Cost: 450
Food: +2
Unhealthiness: +1

Requires: Steam Power

Obsolete: -

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.
* Provides Fresh Water

------------------------------------------

Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.

------------------------------------------

Desalination Plant
Cost: 600
Health: +3

Required: Electronics, Coastal City, Water Pipes

Obsolete: -

Special Abilities

* +15% Maintenance
* +1 Health with Public Works
* Produces Salt Resource.

------------------------------------------

Fire Hydrants
Cost: 400
Health: +1

Req Techs: Fire Fighting, Modern Sanitation

Req Buildings: Fire Station, Water Pipes

Obsolete: -

Special Abilities

* 10% Maintenance
* +1 Health with Public Works

------------------------------------------

Fire Airport
Cost: 600
Health: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities

* 15% Maintenance
* +1 Health with Green Civic

Info: Used for putting out fires from the air.
 
IMHO, these buildings will just exacerbate the existing RoM happy/healthy balance issues. At the moment, modern cities can get very healthy and happy, and I think these buildings will do nothing to fix that problem. However, they could be balanced with some tweaks, and some negative random events.

First off, access to water shouldn't produce food, that doesn't make any sense. However, it would be nice if they made hamlets, cottages, villages, and towns got +1 gold from the Water Tower. Perhaps give farms +1 gold with the reservoir. I know this doesn't exist for buildings, like it does for techs, but I can add it to the SDK for the next version.

Also, make the earlier water buildings give UNhealthiness (Cholera and E. Coli were rampant in early water supplies), and make them get health from techs, like sanitation. That way they balance out in time.
 
IMHO, these buildings will just exacerbate the existing RoM happy/healthy balance issues. At the moment, modern cities can get very healthy and happy, and I think these buildings will do nothing to fix that problem. However, they could be balanced with some tweaks, and some negative random events.

First off, access to water shouldn't produce food, that doesn't make any sense. However, it would be nice if they made hamlets, cottages, villages, and towns got +1 gold from the Water Tower. Perhaps give farms +1 gold with the reservoir. I know this doesn't exist for buildings, like it does for techs, but I can add it to the SDK for the next version.

Also, make the earlier water buildings give UNhealthiness (Cholera and E. Coli were rampant in early water supplies), and make them get health from techs, like sanitation. That way they balance out in time.
Ah I see what you mean. Kind of like with your education modmod that certain buildings get certain benefits as you progress. I can work with that. If it isn't too much trouble to write out what you would do (because I have no idea how to properly balance out) and then I would go ahead and put it together ;)
 
@TechXLtd, you forgot the Warriors of God mod I have converted to "A New Dawn"

First off, access to water shouldn't produce food, that doesn't make any sense.

Just a small comment on this - you must live in a place where rainfall is large and water plentiful. Having a source of water nearby enables the growing of crops nearby.
 
Ah I see what you mean. Kind of like with your education modmod that certain buildings get certain benefits as you progress. I can work with that. If it isn't too much trouble to write out what you would do (because I have no idea how to properly balance out) and then I would go ahead and put it together ;)

Here, let me make it plain:

Town Well
Cost: 50
Health: -1

Requires: Pottery, Masonry
Obsolete: Invention

Special Abilities:

* 5% Maintenance
* +1 Health with Public Works.
* +1 Health with Sanitation
* Upgraded by Artesian Well
* Provides Fresh Water


Water Pipes
Cost: -1
Health: +1

Requires: Canal System, Metal Casting
Obsolete: Never

Special Abilities

* 15% Maintenance
* +1 Health with Public Works.
* Provides Fresh Water
* Hamlet, Cottages, Villages, Towns +1 Gold
* Given for FREE by "Department of Water"
* +1 Production with Cement


------------------------------------------

Department of Water [National Project]
Cost: 600

Requires: Canal Systems, Metal Casting, Civil Service

Obsolete: -

Special Abilities

* 25% Maintenance
* Gives FREE "Water Pipes" to every city.
* +25% Production Speed with Public Works

------------------------------------------

Cistern
Cost: 105
Unhealthiness: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities

* 5% Maintenance
* +1 Health with Public Works
* +1 Production with Weather Forecasting
* +1 Health with Chemistry
* Upgraded by Reservoir
* Provides Fresh Water
* Pastures give +1 gold

------------------------------------------

Water Tower
Cost: 150

Requires: Physics, Water Pipes

Obsolete: -

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* +1 gold from Farms
* +1 Happiness from Civil Engineering


------------------------------------------
[/QUOTE]
At this point, I just need to say, who on earth planned these buildings out? Their 100% wrong. Their so useless it should just be cut from the list.
Hand Water Pump
Cost: 250

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities

* +1 Health with Public Works
* Upgraded by Wind Water Pump

------------------------------------------

Wind Water Pump
Cost: 350

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* Double production speed for Agricultural leaders.
* Upgraded by Water Pumping Station

Continuing on...

Reservoir
Cost: 450
Unhealthiness: +1

Requires: Steam Power

Obsolete: -

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* -15% City Defense
* +1 Food from Farms
* Requires a River

------------------------------------------


Desalination Plant
Cost: 600
Food +1

Required: Electronics, Coastal City, Water Pipes

Obsolete: -

Special Abilities

* +40% Maintenance
* Produces Salt Resource.
* +1 food from Farms

------------------------------------------

Fire Airport
Cost: 600
Health: +1
Happiness: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities

* 35% Maintenance
* +1 Health with Green Civic

Then, I think you should add some negative random events, to balance some of the positives these buildings give. Here's some rough ideas:

Event 1:
Poisoned Well
Requires Town Well in City

  • Do Nothing
    • Well is Destroyed, + 1 :mad:
  • Pay gold to dig a new well
    • Lose between 75-275 gold.
  • Frame a foreign traveler for the incident
    • +1 :) in the city, -2 diplomacy with a random nation


Event 2:
Fluoridate The Water?
Requires Department of Water

  • Fluoridate all City Water
    • +1 :mad: in all cities, +2 :health: in all cities, pay between 100-300 gold.
  • Leave City Water Clean
    • Temporarily gain +1 :) in all cities
  • Fluoridate the water secretly
    • +2 :health: in all cities, pay 300 -600 gold


Event 3:
Poisoned Reservoir
Requires Reservoir in City

  • Silence the Evidence, do nothing
    • -2 Population
  • Clean the reservoir
    • Lose between 150-400 gold.
  • Investigate the incident
    • +1 :yuck: in the city, lose the Reservoir
  • Blame Foreign Spies
    • Declare War on Worst Enemy, gain 5 free Riflemen, +2 :) temporarily in all cities, lose the Reservoir

I'm sure there are a lot more ideas people can come up with, Events are easy to think up, but take forever to code in XML...
 
Just a small comment on this - you must live in a place where rainfall is large and water plentiful. Having a source of water nearby enables the growing of crops nearby.

It says I live in Michigan, the state with the most access to fresh water in the entire world. :p You can see my state from space easily.

That said, providing Fresh Water will allow players to build farms in areas where they would not be able to in the early game.
 
It says I live in Michigan, the state with the most access to fresh water in the entire world. :p You can see my state from space easily.

That said, providing Fresh Water will allow players to build farms in areas where they would not be able to in the early game.

There was a bit of serindipity there, I just received some feed back from a charity I donate to. They have been providing rainwater tanks and other water related stuff to villages in Africa. The main improvement was that the people no longer needed to spend hours a day carting water for crops and domestic use, meaning that they could spend more time cultivating the crops which meant bigger crops and bigger harvests.
 
There was a bit of serindipity there, I just received some feed back from a charity I donate to. They have been providing rainwater tanks and other water related stuff to villages in Africa. The main improvement was that the people no longer needed to spend hours a day carting water for crops and domestic use, meaning that they could spend more time cultivating the crops which meant bigger crops and bigger harvests.

Sure, which is why I like the idea of giving the city fresh water all around it. It allows for farms.

If you really want to fight me on it, you could give the buildings a 5% City Growth Rate. :p
 
Department of Water [National Project]
Cost: 600

Requires: Canal Systems, Metal Casting, Civil Service

I see a problem with this. Since it gives free pipes to every city it should have the same requirments as water pipes. Sicne the only way to make water pipes would be to build the "Department of Water [National Project]".

IMHO, these buildings will just exacerbate the existing RoM happy/healthy balance issues. At the moment, modern cities can get very healthy and happy, and I think these buildings will do nothing to fix that problem. However, they could be balanced with some tweaks, and some negative random events.

First off, access to water shouldn't produce food, that doesn't make any sense. However, it would be nice if they made hamlets, cottages, villages, and towns got +1 gold from the Water Tower. Perhaps give farms +1 gold with the reservoir. I know this doesn't exist for buildings, like it does for techs, but I can add it to the SDK for the next version.

Also, make the earlier water buildings give UNhealthiness (Cholera and E. Coli were rampant in early water supplies), and make them get health from techs, like sanitation. That way they balance out in time.

This seems reasonable. I especially like them giving unhealthiness in the beginning and then more health as sanitation techs are introduced.

Ah I see what you mean. Kind of like with your education modmod that certain buildings get certain benefits as you progress. I can work with that. If it isn't too much trouble to write out what you would do (because I have no idea how to properly balance out) and then I would go ahead and put it together ;)

I can help out too. As soon as i finish checking over this thread's replys.

At this point, I just need to say, who on earth planned these buildings out? Their 100% wrong. Their so useless it should just be cut from the list.

Hey! :mad:
 
Ok let me take a crack at it incorporating your guys ideas too ...

Waterworks Pack

* = New Building

*Town Well
Cost: 50
Unhealthy: +3

Requires: Pottery, Masonry

Req Resource: Stone OR Marble

Obsolete: Invention

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • +1 Health with Sanitation
  • Upgraded by Artesian Well
  • Provides Fresh Water

------

*Water Pipes
Cost: -
Unhealthy: +2

Requires: Canal System, Civil Service

Req Resources: Pottery OR Copper OR Lead OR Iron OR Aluminum OR Steel

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Public Works.
  • Provides Fresh Water
  • Hamlet, Cottages, Villages, Towns +1 Gold
  • Given for FREE by "Department of Water"
  • +1 Production with Cement Resource
  • +1 Unhealthy with Lead Resource
  • +1 Unhealthy with Iron Resource
  • +1 Health with Chemicals
  • +1 Health with Plastics Tech
  • +1 Health with Nanotubes Resource

-------

*Department of Water [National Project]
Cost: 600

Requires: Canal System, Civil Service

Obsolete: -

Special Abilities
  • 25% Maintenance
  • Gives FREE "Water Pipes" to every city.
  • +25% Production Speed with Public Works

-------

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Req Resource: Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • Provides Fresh Water

-------

*Cistern
Cost: 105
Unhealthy: +2

Requires: Sanitation

Req Resource: Pottery OR Stone OR Marble

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 Health with Public Works
  • +1 Production with Weather Forecasting
  • +1 Health with Chemistry
  • Upgraded by Reservoir
  • Provides Fresh Water
  • Pastures give +1 gold

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation, Water Pipes

Req Resource: Pottery OR Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead

-------

Artesian Well
Cost: 110
Food: +1 (Perhaps this should be taken out from the existing stats
Health: +1

Requires: Invention

Req Resource: Stone OR Marble

Obsolete: Civil Engineering

Special Abilities
  • +15% Food with Rice (Change existing stats to 5%)
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
  • Provides Fresh Water

-------

*Water Tower
Cost: 150
Health: +1

Requires: Physics, Water Pipes

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • +1 Gold from Farms
  • +1 Happiness from Civil Engineering

-------

*Hand Water Pump
Cost: 250
Health: +1

Requires: Scientific Method, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Replaceable Parts

Special Abilities
  • +1 Health with Public Works
  • +1 Unhealthy with Iron Resource
  • 5% boost to City Growth
  • Upgraded by Wind Water Pump

-------

*Wind Water Pump
Cost: 350
Health: +2

Requires: Replaceable Parts, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • +1 Unhealthy with Iron Resource
  • 5% boost to City Growth
  • 5% boost to City Growth with Hills in the City Vicinity
  • 5% boost to City Growth with Coast in the City Vicinity
  • Upgraded by Water Pumping Station

-------

*Reservoir
Cost: 450
Unhealthiness: +1

Requires: Steam Power

Req Resource: Stone OR Marble OR Cement

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • Provides Fresh Water

-------

*Water Pumping Station
Cost: 550
Health: +3

Req Resource: Copper OR Iron OR Steel Or Aluminum

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • 20% boost to City Growth
  • +1 Unhealthy with Iron Resource

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 Health with Public Works

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City, Water Pipes

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 Health with Public Works
  • Produces Salt Resource.

---------

*Fire Hydrants
Cost: 400
Health: +1

Req Techs: Fire Fighting, Modern Sanitation

Req Buildings: Fire Station, Water Pipes

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 Health with Public Works
  • +1 Unhealthy with Iron Resource

-------

*Fire Hanger
Cost: 600
Health: +1

Req Techs: Fire Fighting, Flight

Req Buildings: Airport, Reservoir

Obsolete: -

Special Abilities
  • 15% Maintenance
  • +1 Health with Green Civic

--------------

Event 1 - Poisoned Well
Requires: Town Well in City

  • Do Nothing (Well is Destroyed, + 1 :mad: )
  • Pay gold to dig a new well (Lose between 75-275 gold.)
  • Frame a foreign traveler for the incident (+1 in the city, -2 diplomacy with a random nation)

-------

Event 2 - Fluoridate The Water?
Requires: Department of Water

  • Fluoridate all City Water (+1 :mad: in all cities, +2 :health: in all cities, pay between 100-300 gold.)
  • Leave City Water Clean (Temporarily gain +1 :) in all cities)
  • Fluoridate the water secretly (+2 in all cities, pay 300 -600 gold)

-------

Event 3 - Poisoned Reservoir
Requires: Reservoir in City

  • Silence the Evidence, do nothing. (-2 Population)
  • Clean the reservoir ( Lose between 150-400 gold.)
  • Investigate the incident (+1 :yuck: in the city, lose the Reservoir)
  • Blame Foreign Spies (Declare War on Worst Enemy, gain 5 free Riflemen, +2 :) temporarily in all cities, lose the Reservoir)

-------

Event 4 - West Nile Virus
Requires: Reservoir in City

  • Do Nothing. (-2 Population)
  • Clean the reservoir with Pesticides (+1 :yuck: Lose between 200-400 gold.) [Req Organic Chemistry]
  • Clean the reservoir with Environmentally Friendly Methods (+1 :) in the city, 400-800 gold.) [Req Ecology]

-------

Waterworks Icons
http://forums.civfanatics.com/attachment.php?attachmentid=236596&d=1260230736

--------------

I tried to incorporate points from each as well as balance things out. Tell me what you guys think. Note that some existing buildings have some changes too. Such as new resource requirements.
 
I like your addition to the events. Everything looks good except this part:


*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Replaceable Parts

Special Abilities

* +1 Health with Public Works
* +1 Unhealthy with Iron Resource
* Upgraded by Wind Water Pump


-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Req Resource: Copper OR Iron OR Steel Or Aluminum

Obsolete: Screw Propeller

Special Abilities

* 10% Maintenance
* +1 Health with Public Works
* +1 Unhealthy with Iron Resource
* Upgraded by Water Pumping Station

Why on earth do these buildings require the water tower? If you build a pump, it's because you don't have access to water, not the other way around. Also, building a pump does not magically give you food. Instead, give the Hand pumping station a 5% boost to city growth and the Wind pump a 10% boost. Perhaps require that the wind pump have either hills or coasts in the city vicinity, since that's where the wind is generally the strongest.
 
I agree with Afforess on the city growth thing, and wind thing too. I'd increase the unhealthiness on the town well to +2 or even +3, it's extremely easy to have healthy cities right now, yet early cities were breeding grounds for diseases. Maybe remove "provides fresh water" from water pipes, as you would already need a source of fresh water for the pipes to have a purpose, but piping water instead of carrying it by bucket is much more efficient (maybe switch copper to -1 health and have some slight production bonus with lead/copper/iron?)

Just throwing out ideas, commence shooting holes in them :p
 
Also, building a pump does not magically give you food.
Because the Artesian Well magically gave food. So I based all the other water objects off it.

I like your addition to the events. Everything looks good except this part:

Why on earth do these buildings require the water tower? If you build a pump, it's because you don't have access to water, not the other way around.

It was because you made me take out the "Provides Fresh Water" part. So now they work in a weird "building dependence tree". In short you cannot have the water tower require a water pump if it keeps getting upgraded.

Town Well [Provides Freshwater] -> Artesian Well [Provides Freshwater] -> Cannery

Aqueduct [Provides Freshwater]

Cistern [Provides Freshwater] -> Reservoir [Provides Freshwater]
- Fire Hanger

Department of Water
- Water Pipes [Provides Freshwater]
-- Sewer System
---Water Treatment Plant

Department of Water
- Water Pipes [Provides Freshwater]
-- Water Tower
--- Hand Water Pump -> Wind Water Pump -> Water Pumping Station

Department of Water
- Water Pipes [Provides Freshwater]
-- Desalination Plant

Department of Water
- Water Pipes [Provides Freshwater]
-- Fire Hydrants

As you can see the early water pumps require a water tower because ultimately a water pumping station requires it.

EDIT:

I agree with Afforess on the city growth thing, and wind thing too. I'd increase the unhealthiness on the town well to +2 or even +3, it's extremely easy to have healthy cities right now, yet early cities were breeding grounds for diseases. Maybe remove "provides fresh water" from water pipes, as you would already need a source of fresh water for the pipes to have a purpose, but piping water instead of carrying it by bucket is much more efficient (maybe switch copper to -1 health and have some slight production bonus with lead/copper/iron?)

Just throwing out ideas, commence shooting holes in them :p

Instead, give the Hand pumping station a 5% boost to city growth and the Wind pump a 10% boost. Perhaps require that the wind pump have either hills or coasts in the city vicinity, since that's where the wind is generally the strongest.

Ok i changed my listing post to reflect some of your comments. Tell me what you think.
 
I don't care about the Artesian well's +1 food as much as it's 15% food with Rice. That can make it give 15 food, fairly easily. It's way OP, IMHO. How about cutting it to a 5% food with rice?
 
I don't care about the Artesian well's +1 food as much as it's 15% food with Rice. That can make it give 15 food, fairly easily. It's way OP, IMHO. How about cutting it to a 5% food with rice?

Heh, I made that exact change to my personal copy of RoM months ago...
Great minds think alike? ;)
 
I don't care about the Artesian well's +1 food as much as it's 15% food with Rice. That can make it give 15 food, fairly easily. It's way OP, IMHO. How about cutting it to a 5% food with rice?

Whatever. I was just reposing the stats it said they had. The same goes for all the "double production for agricultural leaders" that you guys seem to hate.
 
Maybe change double to 50% increased production for agricultural leaders since there are a large number of buildings that would be affected, or even 25%? That's if you really feel their buildrate should be affected by that trait. IDK really. I think the artesian well is fine with the currently listed stats, 5-10% inc food is good. Overall, I think the buildings look good (of course, always need playtesting to get a real feel for how it alters the gameplay).
 
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