I'd be fine with 2 hammers to mines on resources but 1 on normal hills.I want to write a counter to this, but workshop the details in this thread.
I'm thinking of addressing the farm/mine balance by moving some of the production from naked mines, but still leaving resource mines as-is.
Something like:
- Forge gives +2
to mines on resources.
- [Makes the recent buff to engineers match resource-mines, and means we don't have to un-buff engineers.]
- Forge gives +1
for every 2 mines worked by the city.
- [I was going to suggest something like adding adjacency modifiers, but that seems more complicated, possibly impossible, and is functionally pretty similar. I would also suggest "for every 2 hills" to make it similar to herbalist/caravansary, but then it starts working for pastures and that seems weird.]
- Granary gives +1
(instead of
) to farms on Corn, Rice and Wheat.
- [Awhile ago there was a suggestion to do something more interesting with the granary bonus to new farm resources. I don't think production is very flashy, but this seems like a tool we could use for this problem.]
Would worse mines make you more likely to build farms and lumbermills?Currently I'm frequently disappointed to discover sheep and virtually never use farms or lumbermills.
I almost never use farms on Corn/Rice/Wheat. Your version of the granary makes them more interesting but still bad IMO. The only purpose wheat serves by medieval for my games is making a slightly better great person tile.
Lumbermills yes absolutely.Would worse mines make you more likely to build farms and lumbermills?
I want to write a counter to this, but workshop the details in this thread.
I'm thinking of addressing the farm/mine balance by moving some of the production from naked mines, but still leaving resource mines as-is.
Something like:
- Forge gives +2
to mines on resources.
- [Makes the recent buff to engineers match resource-mines, and means we don't have to un-buff engineers.]
- Forge gives +1
for every 2 mines worked by the city.
- [I was going to suggest something like adding adjacency modifiers, but that seems more complicated, possibly impossible, and is functionally pretty similar. I would also suggest "for every 2 hills" to make it similar to herbalist/caravansary, but then it starts working for pastures and that seems weird.]
- Granary gives +1
(instead of
) to Wheat, Rice, Maize, Banana.
- [Awhile ago there was a suggestion to do something more interesting with the granary bonus to new farm resources. I don't think production is very flashy, but this seems like a tool we could use for this problem.]
So early on mines (with forge) are clearly better, until you have adjancency and herbalist but no steel.Mines
3 hammers
5 hammers with forge (iron working)
6 hammers at steel
8 hammers at steam power
Lumber Camp
1 Food,3 hammers
1.5 Food, 3 hammers (Herbalist)
1.5 Food,4 hammers with triangle adjacency
1.5 Food,5 hammers,2 gold at workshop (civil service + golden age)
1.5 Food,7 hammers,2 gold at Metallurgy
1.5 Food,7 hammers,2 gold,1 culture,1 science at Scientific Theory (zoo)
So this reinforces my notion about trees vs forest. Your right that if I don't have a lot of forests, or no good triangles, then the workshops (and the herbalist) flounders, so lumbermills are "even worse". However, if I have a true "forest", than workshops pay for themselves pretty quickly. So a few tree hexes are not innately valuable, but if they come en mass they suddenly become highly valuable.I build workshops pretty late (usually not before renaissance)..
I think this probably heavily depends on difficulty level. If you need the hammers to survive till zoos then yes you need to chop. If not, better keep it for latter. Culture from tiles is always good.While after zoos the lumbermill is better, you give up chopping the forest for 40 hammers in the classical era. That is a long wait for a small payoff in my opinion.