Counterproposal to https://forums.civfanatics.com/thre...lancing-mongolia-and-buffing-pastures.679493/
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
UPDATE: The 5 food/per border expand bonus was added back to the lodge.
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.
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
UPDATE: The 5 food/per border expand bonus was added back to the lodge.
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.
Last edited by a moderator: