Very true. I can't wait for it to come out!!!!
@Horem: I have tried to stay away from percentages for the sole reason that they mess with the governments. Way back when, Decimatus remarked that one of the best parts about the governments was that they gave the player exactly how much of x% yield that it said it would. The only way to ensure that it stays that way is if the governments get the only % modifiers (ironically Rome and Egypt mess with this with their UA, but I like Rome
). To be fair, using %s would make many things easier to balance, but that doesn't seem like the best way to go about this.
@Tritous: I dont know if what you are suggesting is possible through xml, but I'm sure it can be done through lua.
One of my main goals is to keep the building "ROI"s in a manageable range. For example, most buildings pay for themselves between 45-50 turns, with some exceptions (Wonders mostly). I want the monopoly buildings to have better ROIs, somewhere in the range of 32.5-37.5. To do this, the yields would have to be substantial, compared to the hammer cost. The initial buildings would have lower ROIs but they would increase as the requirements became more strict. If we were to go with the system of adding yields from techs (which I am inclined to do), I would have to seriously...wait, I literally just answered my own question right now.
Here's what I have:
Techs will give boost to one of X category (food, production, gold, f/p, f/g, p/g, f/s, p/s, g/s) monopoly trees, but only on one "building level" (small, med, large, huge). So one tech will improve the small wheat and small fish (because they are both in the food category), another would improve the medium, large, and huge, respectively. This will allow the economic tech tree to get more fleshed out. I'm thinking that tech improving them should appear in either the next era or the era after when the building actually comes available. Continuing the food example, the small fish and wheat are available in ancient. The improving tech will come either in classical or medieval. Still want to get these values worked on, but you have helped me solve the most pressing issue; not making the yields too strong too early.
@Nutron: Thank You!!!
That's high praise indeed!!