Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 23
Title: Return Granary Food
Proposer: @DeAnno
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/threads/31a-counterproposal-return-granary-food.679519/
Proposal Details
Very simple proposal here.
Re-add +25
instant yield to the Granary, just as it had in 2.6. Also improve the +1
base yield to +2
.
The instant food is quite important to get dry cities up past the first couple pop easily, and without it a dry capital especially can present a lot of problems. It's a fiddly bonus that some may have seen as worth less than the code it was printed on, but in its own way it was necessary for the health of the game, and without it and with deer and bison taken from the granary, they are in a sad state and are a very weak building now. The extra base yield is intended to compensate for the loss of those common resources to keep granary at the same balance level as it was before.
VP Congress: Session 1, Proposal 23a
Title: Change to 2.7 Granary/Herbalist/Lodge
Proposer: @Stalker0
Sponsor(s): @pineappledan
Previous Discussion Thread: https://forums.civfanatics.com/thre...2-7-change-to-granary-herbalist-lodge.679531/
Proposal Details
The 2.7 versions of this buildings have some issues with them:
Herbalist: Is now an expensive building that doesn't generate a lot of bang for its buck.
Granary: Losing the instant food removes most of the reason to build the granary early. This also throws off a lot of settler timings in the early game. It also slows down science due to less pop in the capital.
The Proposal (changes in Bold)
Lodge:
65
1
2 Border Growth Bonus
+1
camp
+1
bison/deer
5
on border expand/era scaling
Herbalist:
65
1
+1
plantations and Marshes
+1
for 2 forest/jungle
No Maintenance
Granary:
65
1
maintenance
1
15%
food kept
+1
wheat/rice/maize/banana
25
on construction
ITR unlock
The idea is that we give the lodge some border growth power but remove its food, as we are giving the instant food back to the granary. The herbalist is giving a slight buff to the marsh (which is more of a ribbon but marshes could use some love), no Maintenace, and MOST important.... we are cutting the cost in half. So now the herbalist is a weaker niche building, but with a cheap cost that makes it easy to build when needed. this also means that the hammer demand in ancient doesn't increase too much when building all 3 buildings.
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 1, Proposal 23
Title: Return Granary Food
Proposer: @DeAnno
Sponsor(s): @Recursive
Previous Discussion Thread: https://forums.civfanatics.com/threads/31a-counterproposal-return-granary-food.679519/
Proposal Details
Very simple proposal here.
Re-add +25



The instant food is quite important to get dry cities up past the first couple pop easily, and without it a dry capital especially can present a lot of problems. It's a fiddly bonus that some may have seen as worth less than the code it was printed on, but in its own way it was necessary for the health of the game, and without it and with deer and bison taken from the granary, they are in a sad state and are a very weak building now. The extra base yield is intended to compensate for the loss of those common resources to keep granary at the same balance level as it was before.
VP Congress: Session 1, Proposal 23a
Title: Change to 2.7 Granary/Herbalist/Lodge
Proposer: @Stalker0
Sponsor(s): @pineappledan
Previous Discussion Thread: https://forums.civfanatics.com/thre...2-7-change-to-granary-herbalist-lodge.679531/
Proposal Details
The 2.7 versions of this buildings have some issues with them:
Herbalist: Is now an expensive building that doesn't generate a lot of bang for its buck.
Granary: Losing the instant food removes most of the reason to build the granary early. This also throws off a lot of settler timings in the early game. It also slows down science due to less pop in the capital.
The Proposal (changes in Bold)
Lodge:
65

1

2 Border Growth Bonus
+1

+1

5

Herbalist:
65

1

+1

+1

No Maintenance
Granary:
65

1

1

15%

+1

25


The idea is that we give the lodge some border growth power but remove its food, as we are giving the instant food back to the granary. The herbalist is giving a slight buff to the marsh (which is more of a ribbon but marshes could use some love), no Maintenace, and MOST important.... we are cutting the cost in half. So now the herbalist is a weaker niche building, but with a cheap cost that makes it easy to build when needed. this also means that the hammer demand in ancient doesn't increase too much when building all 3 buildings.