1. Should Kampung improve water resources? For now I can build it but it does not improve it at all.
The Kampung is not giving its food and culture on construction, or it is not connecting oil and luxuries? The aim was NOT to have it connect resources, and that you are supposed to build kampungs adjacent to sea resources that are being worked. That's why it gives an adjacency bonus to work boats.
As for why they shouldn't improve sea resources, I challenge you to
watch how the Bajau live, and try to justify how this is comparable to an offshore oil platform.
2. Maybe instead of worker make Kampung fishing boat improvement (expended after usage)?
That is something I specifically hoped to avoid. I don't want them to be built immediately like a fishing boat improvement, and I don't want players to have to sink hundreds of production into workboats. the goal was to make what is effectively a land-tile improvement, but on the ocean. This suggestion would undermine the uniqueness
Why is this even an issue? You're asking to do more work in order to do something that is either functionally identical to how it already works (if the work boats weren't expended), or would be hair-pullingly frustrating (if the workboats had to be burned every time).
I don't know about you guys, but I'm in the camp for
not having to spend 40-100 production every time I want a tile improved.
3. Did you consider differentiating texts for UIs like in Oppidum for Hacienda, MChurch and now for Kampung?
I'm not really sure what you mean. are the texts for these UIs identical? I avoided changing the language or sentence structure to keep consistent.
4. Kampung on Ocean is strange. Were those building built in deep sea? And second thing is that in game you can do this after astronomy. Maybe we should make them more powerful but restrict only to the coast?
The Sama-Bajau which the UI is based on live either in stilt houses or on boats in the open ocean. It doesn't make sense to have 2 different models for the kampung for deep or shallow water, but having them in deep ocean makes perfect cultural and historical sense. The original mod made it so you could only build Kampungs adjacent to sea resources. I removed that restriction because I felt it needed to be buffed for VP.
So my answer is thus: You could, but
why? the change in gameplay would be minimal; how many deep ocean tiles do you normally get within workable distance from a city anyways?
Given how different extra copies of luxuries work in VP vs. base game, would it work if Latifundia worked just as a slightly-better-plantation/farm for resources, needed to not be next to each other, and spawned that extra copy after being worked a while(if space for it exists), as per the original idea. Yeah, you would get a lot of extra luxuries, but that's hardly gamebreaking (see also: amount of GA's Portugal gets in an average game) - and that's IF you have those plantation resources. Indonesia's UA/Candi also occasionally drops the resource outside city's area, but I don't see that being a problem either.
I mean, if we can work out that claiming of extra tiles it's cool, but I am getting the feeling we're reaching a bit far for something that does not need to be mind-blowingly spectacular. Being an improvement that the Legion can build (possibly faster with GG present, as suggested), that gives some nice yields, later an extra resource... it's already rather nice 'Pax Romana' feel to me.
One synergy I do want out of it: have it give decent production(1-2 more than plantation), to work with Rome's UA.
I only went with the claiming tiles thing initially because other people wanted it, I was trying to make it work. Now I actually think it's a cool idea... so there you go.
The base Latifundia already gives 1-2 more production that the plantation. It is only with the adoption of the appropriate policies that the plantation can compete.
@FoxOfWar suggested 2 things:
- let Latifundium improve luxuries
- do not have Latifundium claim tiles
@adan_eslavo doesn't want to lose the border increase, so instead he went on some sort of.... wheat rampage?
What's with "improves wheat"? and "+2 on wheat"?
- First off, is bananas chopped liver?
- Wheat doesn't connect any resources, and granary boosts the base wheat and not the farm you build on it, so why does it need 'improvement'? Is it for the pantheon bonus? If so, then improving wheat and getting a free spawn on wheat is mechanics abuse which I thought we were trying to avoid?
- Wheat and Banana are just another excuse to be able to build latifundia, I don't see a reason why they need to provide a luxury in every instance
- Why would you want the UI to both, improve the yields of the surrounding improvements AND reflexively improve the yields on the UI itself? That's double-dipping, The extra tile spawn would increase 2 yields at once, and this would also make the Hacienda less cool. I really, really don't like this idea
- Aside from all that, why is this becoming so needlessly complicated? This is looking more convoluted than the feitoria at this point
Just saw your newest post
You sneaky guy. I've provided my reasons why this should not be the case. Moving it 1 tech
before Rome gets all their other stuff as opposed to 1 tech
after doesn't fix your gripe with how concentrated they are on the tech tree, but it also makes less historical and gameplay sense. All this does is sacrifice gameplay in order to put the tech on the other side of an arbitrary line in the sand on the spreadsheet.
If wheat is improved then after 15 turns:
1. Generate 1 random flat luxury,
2. Spawn another wheat,
3. Give flat +3 bonus food to city.
4. +1 happiness in city
My initial response was complete incredulity to this, but I am guessing this is a list of possible effects, and not that all of these should happen at once.
- generating a random luxury is essentially a great admiral bulb, only better because you get the yields too. You have no guarantee that the luxury that appears is even supposed to be in the game, or is a luxury that you don't already possess
- This is the winner. Latifundia can be built on wheat as an excuse to have more latifundia. it is not necessary to make every latifundia relate to a luxury
- and 4. - I don't like either of these choices because they don't make sense, and I fail to understand why wheat is getting this much attention. You can build them on wheat. yaaay. Why make entirely different mechanics for wheat as opposed to, say, tobacco?
I found another thing. If we improve luxury resource we get additional one (+1 hap). But if we improve wheat, we get nothing (additional flat one gives as nothing). So I suggest change ike this:
I will reiterate. I see nothing wrong with having wheat (and bananas) as bonus resources that allow for more latifundia to be built. They 'give nothing'? They give
wheat! There's no justification for why every latifundia needs to yield a luxury. Connecting wheat has no meaningful effect on the game unless you have the requisite pantheon, and unless I'm missing something, abusing pantheons isn't the goal here. You're suggesting we should create more loopholes for a human player to engage in bullsh*t which the AI won't understand.