WarKirby
Arty person
what's changed in 1.5.4 from the main 1.5 ? I can't find any release notes..
I cannot control the first post of that thread. We can ask the mods to unsticky it and then create a new thread.
I didn't notice that spice tile yields had been reduced, that seems strange to me.
I don't think there is any way to obsolete worker improvements.
Another possibility is to just get rid of the II and III improvements, and give additional +hammer, etc bonuses through techs. This would also reduce the amount of new improvement art which is needed; the current selection of buildings is kind of random.
Cottages upgrade to the next level after a fixed number of turns defined by the iUpgradeTime tag. I don't think that's really the behaviour we want for Mines, Wells, etc.
Thinking about it a little more, I guess removing the II building and giving +1 hammer via the tech is not really equivalent. The Deep Mine on crystal, for example, gives +2 hammer more than the Surface Mine on crystal.
You also reduced polar desert waste from 2w to 1w.Polar desert waste yield was reduced from 2c to 1c. That is the only change.
One thing I have not taken the opportunity to explore is "linking" the stage 1-3 improvements the way hamlet-cottage-village-town are linked. This may reduce the number of buttons. It should also allow a storm/worm to reduce the improvement by one level instead of destroying it all at once.
I suspect that setting iUpgradeTime to -1 would link them without ever upgrading, or else it would be an easy sdk mod to accomplish that. This meets one specific goal, of downgrading the improvement one level after a sandworm/sandstorm attack
You also reduced polar desert waste from 2w to 1w. It was an over-nerf.
Also note that there are some "hidden" benefits from Arrakis spice civic; for example, it radically reduces the chance that a spice resource will disappear when you harvest it, so it will lead to a longer average lifetime of a harvester, and so more spice tiles within your borders.
But this isn't because of commerce income
and also the cost of settlers is low.
It makes sense that they'd expand much faster, from bringing in offworld labour, resources, etc.
Personally, I'd like to see spice yields increased massively.
I'd like to see the settler cost increased significantly, but apparently this isn't easy.