3.05 yield issues

Ahriman

Tyrant
Joined
Jun 8, 2008
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Washington, DC
It looks like freshwater and nonfreshwater yields for lumbermills and mines were added (at iron working, metal casting, printing press and gunpowder), but without removing the steam power and industrialization boosts, so now these improvements are giving +3 production.

I don't think that is intended.

[And if it was, it shouldn't be.]
 
Improvements provide a total of 3 yield. This has remained the same for years, and altering it would require significant changes to economic balance. I want to focus my time on adapting the mod before making big changes.
 
Improvements provide a total of 3 yield. This has remained the same for years, and altering it would require significant changes to economic balance. I want to focus my time on adapting the mod before making big changes.

.... improvements in vanilla BNW provide a total of 2 yield. In GEM they provided 3 yield, but not in G&K. I agree that we shouldn't be changing economic balance - but this should mean starting from the economic balance of BNW, which actually works pretty well. Increasing yields of all improvements has a huge game impact.
 
In the current build, every improvement gets 1 base yield; villages get an extra +1 (freshwater/nonfreshwater), farms get an extra +1 (freshwater/non-freshwater), but mines and lumbermills get +2 (freshwater/nonfreshwater, extra), pasture/plantation get +1 (but only in industrial era). Fishing boats get +1, and I'm pretty sure camps get +1 somewhere, but I don't remember exactly where.

So mills and mines get a larger bonus. I don't know why we'd want that.
And I wish that pastures and plantations split into freshwater/nonfreshwater bonuses.
 
The change to mills/mines really amps up production at +3, for late game especially. That said, +2 farms are probably still at least as good because of science.
 
The change to mills/mines really amps up production at +3, for late game especially
Right, and I don't think this is necessary; there are enough problems with unit clutter in the late game without it. It also devalues the tenets which give +1 to mines; it makes it a smaller proportional bonus.

And it devalues trading posts, which only get +2 total, and plantations/pastures/quarries/camps.
 
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