Counter proposal to:
> (Workshop only gives +1
to forests (+1
removed), but gives 1 production per 4
(up from per 10))
Proposal:
Forge: Nearby Mines andEngineering specialists gain +2
production.
Workshop: Engineering specialists gain +2
production.
Rationale:
Forge is the first time Engineering specialists are added to cities, aside from Tradition capitals. It's a little silly that for the majority of cities the first building that allows for engineers also buffs their yields.
There are a number of tuning tweaks to mines as well, so overall this will keep forge engineers on par with worked mines.
Workshop needs a little bit more power to be worth the cost.
Considerations:
Production overall will slow down a little for Classical - Medieval until Workshops are online.
There are several tuning proposals for mines
[Vote] - (2-19) Proposal: Decrease Workshop Cost from 350 to 250 hammers
Voting Instructions Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented. You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to...
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Spoiler Other related proposals :
(2-08) Proposal: Reduce Mine Yields
The forge currently gives +2 production to mines. I propose it gives just +1 instead. As is mines on empty hills are very powerful tiles, they can often reach more yields than tiles with resources and make lumber mills obsolete.
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(2-08a) Counterproposal: Reduce Mine Yields
Counterproposal: https://forums.civfanatics.com/threads/2-11-proposal-reduce-mine-yields.680252/ Proposal: Forge gives +2:c5production: to mines on resources. Forge gives +2 +1:c5production: to mines without resources.
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(2-08b) Counterproposal: Reduce Mine Yields
CrazyG's Proposal: (Reduce Forge boost to 1) https://forums.civfanatics.com/threads/2-11-proposal-reduce-mine-yields.680252/ makuh's Counterproposal: (Reduce Forge boost to 1 only on non-resource mines) https://forums.civfanatics.com/threads/2-11a-counterproposal-reduce-mine-yields.680320/...
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(2-15a) Counterproposal: Merge logging camps with lumber mills
Counterproposal to https://forums.civfanatics.com/threads/2-10-proposal-improve-logging-camps.680237/ and https://forums.civfanatics.com/threads/2-10a-counterproposal-logging-camps-merged-with-lumber-camps.680334/ Also kind of in conflict with...
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[Vote] - (1-08) Proposal: Buffs to Engineer specialists
Voting Instructions Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented. You can vote for both options. All votes are public. If you wish, you can discuss your choice(s)...
forums.civfanatics.com
Proposal:
Forge: Nearby Mines and

Workshop: Engineering specialists gain +2

Rationale:
Forge is the first time Engineering specialists are added to cities, aside from Tradition capitals. It's a little silly that for the majority of cities the first building that allows for engineers also buffs their yields.
There are a number of tuning tweaks to mines as well, so overall this will keep forge engineers on par with worked mines.
Workshop needs a little bit more power to be worth the cost.
Considerations:

There are several tuning proposals for mines
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