Here we go +500% from modifiers and +395% to build that unit is just insane
.
I think it would be helpful to see the buildings that are causing this huge +% for production/military production. If we're going to look at nerfing we need to know what it is we're looking to nerf.
Also... I'm a little curious about the resource production modifiers and where they're coming from... Obviously not as severe an issue but I'm a little confused by it since I don't usually get that far into the game in my tests.
I think some buildings instead of giving +% of military production should be required to build that kind of units.
Example
Armourer should be required to build heavy land units
Bow maker required to build archery units
We have. That logic for siege units, chariots, mounted so why not for land units?
In. C2C. We have to little discussion how things should work to be logical.
Another flaw is very cheap wooden ships.
I would agree BUT it would first require a little more review on the subject of the AI. If I'm not mistaken, and I may be, when an evaluation for what unit to build takes place, the city is evaluating what it can build only. This would mean that it's not inspired by this unit evaluation stage, to build first the building that would unlock the best unit it could otherwise build. Therefore it just picks a fairly inappropriate build potentially instead.
We then rely on the building to evaluate as valuable and to come up in earlier evaluations than the unit evaluation. However, if the building isn't perceived as valuable enough to bother then there's thereafter a disconnection between understanding that there could be a better unit that should be selected - it would just take a building to get it first.
AKA, I don't know if Koshling solved this problem or if it's still an issue but it MAY be bad for the AI to rig almost all units to require a building.
However, it's not a bad idea. It could give more buildings purpose therefore allowing us to nerf those building effects to bring things back into greater stability while maintaining usefulness for the building's existence.
True too that an honest evaluation of all building concepts and chains and reasonable progressions could help a great deal with a lot of balance issues.
It's just a very VERY VERY large task and would require a great deal of patience. Doing to buildings by some type of categorization method, what I'm doing to naval units, would be quite helpful if we can have that much patience and open communication to achieve real solutions.