Minor change

: plots without resource or improvement no longer provide
any yield. OK, that sounds very radical, but let me explain why it isnt really different than before. The changes I already made had made non-resource, unimproved plots effectively worthless. There was almost no circumstance in which you should work that 2 food grassland plot. It was better to assign a specialist or work a production-only (mined hill) plot even if that meant slow starvation. This is because: 1) resourced/improved plots are proportionately much better than in base, and 2) starvation is much more mild than in base (because cities get a buffer 50% food store whenever they grow or shrink). However, the AI doesnt understand this and will opt for a 1 food plot if the city is at carrying capacity. So, rather than leave a bad choice that no one should ever take (but the AI will), I have removed it.
Im using the space below to work out the entire plot yield balance. This helps to identify holes or obvious imbalances. I dont necessarily feel that all resources need to be equal in value, but they should all have some interesting development over the course of the game (suggestions are welcome where they dont). Info below supersedes older posts where there is a conflict.
PLOT YIELDS, IMPROVEMENTS AND RESOURCES
General plot yield info
- Each citizen requires 5f.
- City plots generate 4f1p minimum but all cities also have a -4 gpt maintenance
- Base plots without resource or improvement have no yield at all with the exception of oases (5f) and some unique features
- Non-resource plots can be improved as follows:
- farms on grassland
- farms on floodplains
- farms on plains with freshwater
- mines on hills
- sawmills on forests
- floating gardens on lakes (improvement created via Floating Gardens "building"; see below)
- Improvement yields are large, typically 3-5 and boosted further by techs, policies and buildings
- Resource yields are large, typically 3-5 and boosted further by techs, policies and buildings
Improvement yields for Agrarian development (with tech and policy boosts)
Includes Agrarian opener bonus (+1f for farms and pastures)
farm +4f; Irrigation +1f (fresh water only) / Crop Rotation +1f; Taxation +1g / Industrialization +1p
pasture +3f1p; Taxation +1g / Industrialization +1p
camp +2f1p; Taxation +1g / Industrialization +1p
plantation +3g1c/ Taxation +1g / Industrialization +1p
vineyard +2g2c / Taxation +1g / Industrialization +1p
mine +2p1g (+1p hills) / Taxation +1g / Industrialization +1p
quarry +2p1c / Taxation +1g / Industrialization +1p
sawmill +3p / Taxation +1g / Industrialization +1p
gatherer's hut +3s / Taxation +1g / Industrialization +1p
fishing & whaling boats +3f / Taxation +1g / Industrialization +1p
Wildlands boosts for Pantheistic development (with subsequent policy boosts)
All resources are either Animal, Plant or Earth. These bonuses apply to unimproved (wildlands) plots only.The Weave of Ea provides +1f1p (included below). Many cults boost plot yields further by resource, plot or feature type. Note that Pantheistic civs can build improvements and it may be beneficial to do so. However, this negates bonuses below and these improvements will revert to wildlands with later Pantheistic policies.
Animal +1f1p; Animal Lore +1f1p1s; Feral Bond +1c1m
Plant +1f1p; Woods Lore +1f1p1s; Fellowship of Leaves +1c1m
Earth +1f1p; Earth Lore +1p1g1c1m
Resource yields with building & tech modifiers
All provide +1g with market (not shown below). At the end of each Ive summed yield values by tier available (1st/2nd/3rd/4th/5th). *Means that this resource is a strategic or luxury resource or it can be converted to one by a building.
Copper (s; Mining; Bronze W.) 3p; forge 2p; mint 1g; armory 1p; factory 1p (3/6/6/7/8)*
Iron (s; Mining; Iron Working) 3p; forge 2p; mint 1g; armory 1p; factory 1p (3/6/6/7/8)*
Blasting Powder (s; Chemistry) 3p2s; wrkshp 2p; armory 1p; lab 2s; factory 1p (0/0/7/10/11)*
Mithril (s; Alchemy; Mithril Working) 4p2s; forge 2p; mint 2g; armory 1p; lab 2s; factory 1p (0/0/0/13/14)*
Gold, Silver (l) 3g; fair 1c; mint 2g; bank 2g; jeweller 1g1c (3/8/10/10/10)*
Gems (l) 4g; fair 1c; bank 2g; jeweller 2g1c (4/7/10/10/10)*
Jade (l) 4g; fair 1c; jeweller 1g1c (4/5/7/7/7)*
Stone 4p; stoneworks 2p2c (4/8/8/8/8)
Marble (l) 2p1c; stoneworks 1p2c (3/6/6/6/6)*
Salt (l) 2f1g; smkhs 1f; saltworks 1f1g (3/6/6/6/6)*
Fish 5f; smkhs 1f; harbor 2f; port: 2g (6/8/8/8/10)
Crabs 5f; harbor 2f; port: 2g (5/7/7/7/9)
Oysters->Pearls (l) 1f2g; fair 1c; hbr 2f; jeweller 1g1c; port: 2g (3/6/8/8/10)*
Whale 2f1p; ivorywks 2c*; hbr: 2f; port: 2g; whalery 2f2p (3/7/7/7/13)*
Deer 4f1P; smkhs 1f; tnnry 1p*; Tracking 1f; htg ldg 1f1c; Animal Mastery 1f (7/10/11/11/11)*
Boars 4f1P; smkhs 1f; tnnry 1p*; Tracking 1f; htg ldg 1f1c; Animal Mastery 1f (7/10/11/11/11)*
Small game->fur (l) 2f1g; Tracking 1f; htg ldg 1f1c; Animal Mastery 1f; txt mill: 2g2c (3/6/7/7/11)*
Elephants (s) 2f1p; ivorywks 2c*; elstk 2p; Tracking 1f; htg ldg 1f1c; Animal Mastery 1f (3/10/11/11/11)**
Mûmakil (s; Note that these are not on initial map: they only occur through resource spawning from Elephants; see below) 2f1p; ivorywks 2c*; elstk 2p; Tracking 1f; htg ldg 1f1c; Animal Mastery 1f
Horses (s) 2f1p; smkhs 1f; tnry 1p*; stable 2p; Domestication 1f; abttr 2f; knckry 2p; An. Breeding 1f (5/12/13/13/13)**
Cows 3f1p; smkhs 1f; tnnry 1p*; Domestication 1f; abttr 2f; knckry 2p; An. Breeding 1f (6/11/12/12/12)*
Sheep->Wool (l) 2f1g; smkhs: 1f; Domestication 1f; abttr 2f; knckry 2p; An. Breeding 1f; txt mill: 2g2c (4/9/10/10/14)*
Wheat 4f; grnry 2f; brewery 1c* (6/7/7/7/7)*
Banana 5f (5/5/5/5/5)
Dye (l) 3g1c; fair 1c; txt mill 2g2c (4/5/5/5/9)*
Silkworms->Silk (l) 3g1c; fair 1c; txt mill 2g2c (4/5/5/5/9)*
Cotton (l) 1p3g; ctn gin 1p1g; txt mill 2g2c (4/6/6/6/10)*
Spices (l) 1f3g; fair 1c (4/5/5/5/5)*
Sugarcane->Sugar (l) 3f1g; distillery 1c* (4/4/5/5/5)**
Grapes->Wine (l) 2f1g; fair 1c; winery 1g1c (monastery 1c) (3/6/6/6/6)*
Citrus Trees->Citrus (l) 4f1g (5/5/5/5/5)*
Incense (l) 4g1c; monastery 1c (5/5/7/7/7)*
Reagents (s) 1g3s; apothecary 2s; lab 2s (0/4/4/6/8)*
Yew (s) 3p; bowyers 1p1g1c (0/3/6/6/6)*
Naphtha (s; Chemistry) 3p2s; lab 2s; factory 1p (0/0/7/10/11)*
Resources (non-map)
Timber (strategic) Timberyard provides 1 per sawmill (or 1 per 4 unimproved forest or jungle for Pantheistic); also gain 3 for 30 turns after forest or jungle chop
Leather (luxury) Tannery provides 1 per improved cows, horses, deer or boars
Ivory (luxury) Ivoryworks provides 1 per improved elephant or whale
Ale (luxury) Brewery provides 1 per improved wheat
Spirits (luxury) Distillery provides 1 per improved sugar
Porcelain (luxury) 1 from Kiln
Jewelry (luxury) 1 from Jeweller
Resource spawning
This will be very carefully balanced and
rare (chance below is just my first guess at balance). This can occur with certain techs and policies, with cumulative probability if you meet multiple conditions. Resources will
only spawn on a valid plot within 2 plots of a resource of the same kind. Percent chance indicated below is per
existing owned resource. Enabling techs and policies:
- Animal Breeding (0.5%) Any animal resource normally improved by pastures
- Animal Mastery (0.5%) Any animal resource normally improved by camps
- Beast Breading (special) Upon researching tech, Mûmakil resource will spawn from Elephants with 30% chance reduced by 5% for each previous spawn (to final minimum chance of 0.5%)
- Harpoons (0.3%) Whales
- Whaling (0.3%) Whales
- Sailing (0.2%) All sea resources except Whales
- Navigation (0.3%) All sea resources except Whales
- Crop Rotation (0.5%) All resources normally improved by farms, plantations or vineyards
- Bowyers (0.5%) Yew
- Alchemy (0.5%) Gold, Silver, Blasting Powder, Naphtha
- Metal Casting (0.3%) Copper, Iron
- Deep Mining (0.2%) Copper, Iron, Gems
- Underdark Lore (0.2%) Copper, Iron, Gems, Gold, Silver, Blasting Powder, Naphtha
- Mitrhil Working (0.5%) Mithril
--policies (all Pantheism)
- Animal Lore and Feral Bond (each 0.2%) All "animal" resources
- Woods Lore and Fellowship of Leaves (each 0.2%) All "plant" resources
- Earth Lore (0.4%) All "earth" resources
(The following replaces an earlier post)
BUILDINGS
Heldeofol cities can build only a subset of buildings (indicated by H)
No tech, policy or resource reqs
Capital +2f3p7g3s1c; 200 defense (note that high gold yield counters -4 gpt maintenance for each city)
Monument +1c
Warrens (H only) +3f; +10%f after growth
Teir 1 or 2 tech (specialist)
Library (Writing) +1c; +0.5s / pop; 1 scribe slot
Marketplace (Currency) +1c; 1g per improved resource 1; trader slot
Amphitheater (Drama)+2h2c; 1 artisan slot
Workshop (Mathematics) +1p; +10%p for buildings and siege units; 2p per blasting pwdr; 1 smith slot
Forge (Bronze W.; H) +10%p melee; +2p per copper, iron or mithril; 1 smith slot
Teir 1 or 2 tech (resource related; all req resource except granary and harbor; timberyard requires sawmill)
Smokehouse (H) +1f per improved deer, cows, boars, horse, sheep, fish, salt
Tannery (H) +1p and 1 Leather per improved cows, horses, deer, boars
Ivoryworks (Hunting) +1c and 1 Ivory per improved elephants or whales
Granary (Agriculture) +2f per improved wheat; +10% f after growth
Saltworks (Mining) +1f1g per improved salt; +10% f
Stable (Horseback Riding; H) +2p per improved horse; +30% production horse-mounted
Elephant Stockade (Mounted Elephants; H) +2p per improved elephant; +20% production elephant-mounted
Hunting Lodge (Tracking) +1f1c per improved deer, boars, small game and elephants
Abattoir (Domestication) +2f per improved horses, cows and sheep
Knackery (Domestication) +2p per improved horses, cows and sheep
Harbor (Sailing; H) +2f per fish, crab, oysters, whale; allows water trade
Timberyard (Milling; H) +1 timber per sawmill (+1 timber per 4 unimproved forest or jungle for Pantheistic civs)
Cotton Gin (Milling) +1p1g per cotton trees
Winery (Zymurgy) +1f1c per vineyard
Brewery (Zymurgy) +1c and 1 Ale per wheat
Apothecary (Thaumaturgy) +2s1mana per reagents; +10% health
Mint (Coinage) +2g from gold, silver, mithril; +1g from copper, iron
Stone works (Masonry) +1p2c per stone, marble
Other Tier 1 or 2 tech
Lighthouse (Sailing and Masonry; coastal) +2g; +20% trade
Water Mill (Milling; river) +1f1p
Windmill (Milling; windy*) +1f1p; *a city plot is windy if at least 5 adjacent plots are flat without forest or jungle (including water)
Floating Gardens (Crop Rotation; unimproved lake within city borders) This "building" can be built once for each lake plot in city borders; each time built, a lake plot will gain the Floating Gardens improvement (+5f)
Courthouse (Philosophy) +1h; 30% reduction occupation unhappiness
Walls (Masonry; H); 500 defense
Policy dependent (Agrarianism branch)
Smiths' Guild (Guilds) +1p; 2 smith slots
Traders' Guild (Guilds) +1g; 2 trader slots
Scribes' Guild (Guilds) +1s; 2 scribe slots
Artisans' Guild (Guilds) +1c; 2 artisan slots
Disciples' Guild (Guilds) +1 mana or divine favor; 2 disciple slots
Adepts' Guild (Guilds) +1 mana; 2 adept slots
Policy dependent (Pantheism branch)
Shrine (Polytheism or Theism; H) 2 mana; 1 disciple slot
Mounds (Pantheism; Sídhe only) +2 mana
Policy dependent (Theism branch)
Shrine (Polytheism or Theism) 2 divine favor*; 1 disciple slot
Monastery (Monastic Tradition) +2c; +2 divine favor*; 1c per wine, incense; 1 disciple slot
Monastic School (Monastic Tradition) +2s; 1 scribe slot
*Substitute mana for divine favor if fallen civ
Policy dependent (Slavery branch)
Gallows (Slavery; H) +2p; 10% reduction in occupation unhappiness
Debtor's Court (Debt Bondage; H) +2g; can convert 1 city pop to Slaves unit (1 per turn)
Slave Market (Slave Trade; H) +2g; can sell slaves for gold (g = half unit production cost)
Slave Stockade (Slave Raiders; H) +2p; occasionally spawns a Slaves unit (percent chance per turn = city pop)
Slave Knackery (Slave Castes; H) +1p; can render slaves for production (p = half unit production cost)
Slave Breeding Pen (Slave Breeding; H) Counteracts growth penalty for unhappiness by 50% and allows production of settlers regardless of unhappiness
Internment Camp (Servi Aeternam; H) +2p; Nearby revolting units are eliminated or converted to slaves
Policy dependent (Militerism branch)
Governors Compound (Militarism; H) +2g; 40% reduction in occupation unhappiness
Barracks (Discipline; H) +5xp all land units
Policy dependent (Tradition branch)
Fair (Tradition) +1h; 1c per improved gold, silver, gems, jade, oysters, grapes, dye, silk, spices; 1 artisan slot
Tribal Council (Tradition; different race city only) +2 happiness (counters 2 unhappiness penalty for conflicting civ/city race)
Forefathers Statue (Tradition; only in same-race city 100 turns after conquest) Ends occupation
University (Academic Tradition) +4s; +25%s; 1 scribe slot
Papermill (Scholasticism and Milling tech) +2s2c
Jeweller (Crafting) +1g1c; +1 Jewelry; +1g1c per gold, silver, gems, jade, oysters
Kiln (Crafting) +1g1c; +1 Porcelain
Policy dependent (Commerce branch)
Bank (Mercantilism) +25%g; 1 trader slot
Tier 3 or higher tech (specialist)
Factory (Machinery; requires Forge; H) +25%p; 1 smith slot
Port (Navigation; requires Harbor) +15%g; 2g per improved fish, crabs, oysters, whales; 1 trader slot
Theater (Literature; requires Amphitheater) +4h2c; 1 artisan slot
Opera Hall (Music; requires Amphitheater) +2h4c; 1 artisan slot
Tier 3 or higher tech (resource related)
Bowyer (Bowyers; H) 1p1g1c per yew; +20%p and +5xp archer units
Distillery (Chemistry) 1 spirits and 1c per sugar
Whalery (Whaling) +2f2p per whale
Armory (Iron Working; requires Forge; H) +1p per copper, iron, mithril, blasting powder; +5%p and +5xp melee units; 200 defense
Arsenal (Metal Casting; requires Armory; H) +1p per copper, iron, mithril, blasting powder; +5%p and +5xp melee units; 200 defense
Laboratory (Alchemy; requires Library) +6s; +2s per blasting powder, mithril, reagents
Textile Mill (Machinery) +2g2c per improved sheep, cotton, silk, dye
Other Tier 3 or higher tech
Castle (Construction) +1g1c; 700 defence
Stronghold (Construction; H only replacement for castle) 800 defence
Aqueduct (Construction) +20% health*
Public Baths (Construction; requires Aqueduct) +1 happiness; +10% health*
Colosseum (Engineering) +2h2c
Sewers (Engineering; requires Aqueduct) +20% health
Printing Press (Machinery) +4s; +10%s
Observatory (Astronomy; adjacent mountain) +6s
Shipyard (Shipbuilding; requires Harbor; H) +20%p and +5xp ships
Hospital (Medicine) +40% health
Deep Farms (Underdark Lore; H) +3f from mines; +3f2p from mountains
Museum (Aesthetics) +1 happiness; +25%c
Constructed by Great People (Minor Works)
Foundry (Iron W.; Engineer, 8 turns, 160p) +3 production
Academy (Philosophy; Sage, 8 turns, 160p) +3 science
Festival (Calendar; Artist, 8 turns, 160g) +3 culture
Temple (Pantheism or Theism; Devout, 8 turns, 160p) +1c; +2 mana or divine favor
Constructed by Great People (Great Works)
Cathedral (Architecture; Priest, 25 turns, 200p) +mod culture and divine favor this city
Trade House (Mercantilism policy; Merchant, 25 turns, 200g) +mod% gold for foreign trade routes to this city
Military Academy (Professional Army policy; Warrior, 25 turns, 200p; national wonder) +mod xp for land units produced in this city
Naval Academy (Ship Building; Sea Warrior, 25 turns, 200p; national wonder) +mod xp for naval units produced in this city
National Treasury (Coinage; Merchant, 25 turns, 200p; national wonder) +mod% / 2 gold on treasury in this city
*Health reduces the chance of disease or plague in very large cities; it has no effect on small to mid-sized cities (< 10 population)