Phosphoraptor
Prince
- Joined
- Feb 23, 2020
- Messages
- 138
This is a proposal to rework the late game Growth buildings which dont feel great to build since growth itself is worth much less in the late game. Production is much better spent on processes, Victory progression and units, so these buildings are often left unbuilt as they cant really compete with the above alternatives. The proposal will attempt to rework these buildings by trimming the less impactful bonuses and changing them to have a purpose other than growth or have growth provide larger rewards more geared towards victory conditions.
These building changes are together in a proposal since I am exchanging some mechanics between them.
Hospital
Current:
+2Food, +1 Food per 10 pop
7 Maintenance
5% Food to Sci conversion
+15 HP Heal
-1 Poverty
Proposed:
+2 Food, +1 Food per 10 pop
7 Maintenance
5% Food to Sci conversion
(EDIT) Specialists produce +1 Food (from Specs consume 1 less food)
+2 Scientist, Engineer, Merchant base yields
+15 HP Heal
-1 Poverty
-2 Unhappiness from Urbanization
The Hospital now is mainly built as an expensive healing station. The food yields have marginal impact in the late game and the small science yields are not going to get players to work food tiles. (140 Food for 7 Science is needed to get break even with the maintenance alone, which is excessive at that stage of the game in most cities)
The proposed Hospital now boosts the power of Specialist cities (especially for Industry and Freedom) by allowing them to sustain more Specialists and.get more out of them, this also allows cities that are mostly working less valuable tiles to instead work Specialist slots for more useful yields.
Thematically Hospitals became more widespread to help sustain a ballooning urban population in the 1800s which was prone to diseases and epidemics, so the bonuses are more geared towards urban Specialists.
Medical Lab
Current:
+15% Food kept after Citizen birth
8 Maintenance
+2 pop on build
+2 Scientist, Engineer, Merchant base yields
-1 Poverty
Proposed:
+15% Food kept after Citizen birth
8 Maintenance
+2 pop on build
(EDIT 1) Gain 400 Science on Citizen birth (from 500 sci on birth)
+2 Scientist, Engineer, Merchant base yields
-1 Poverty
The Medical Lab currently provides a respectable amount of yields, but not being victory focused is not great for an Atomic Era building. This rework makes it an instant yield Science Victory Building, granting a science bulb on build (and on picking Order's Resettlement) to push for Spaceship techs, and allowing players to exchange growth and happiness for victory progress.
(FOR EDIT 1) Some rough calcs for Med Lab costs:
2250 hammers in city with +40% hammers (windmill+train/seaport) -> about 1600 actual hammers -> 400 science from research process equivalent (opportunity cost)
If low on gold also consider having to work wealth to make up for 30 - 50+ turns after building to sci victory (or just sell it ) -> 240 - 400+ process yields equivalent (opportunity cost)
Counting growth in cities with 20 - 25 pop after +2 pop -> need 1000 - 1500 growth (45% carry over from buildings, abt 10+25% growth from happiness bonus and rationalism) -> about 400 - 600 food needed to get citizen birth for 400 science -> about 80% food as extra sci at that size
800 science upfront on build
If you can sustain growth the building will be very good, otherwise it is meh, I think this a good spot to leave it at
(EDIT 2) Hospital no longer loses -1 Poverty
These building changes are together in a proposal since I am exchanging some mechanics between them.
Hospital
Current:
+2Food, +1 Food per 10 pop
7 Maintenance
5% Food to Sci conversion
+15 HP Heal
-1 Poverty
Proposed:
7 Maintenance
(EDIT) Specialists produce +1 Food (from Specs consume 1 less food)
+2 Scientist, Engineer, Merchant base yields
+15 HP Heal
-1 Poverty
-2 Unhappiness from Urbanization
The Hospital now is mainly built as an expensive healing station. The food yields have marginal impact in the late game and the small science yields are not going to get players to work food tiles. (140 Food for 7 Science is needed to get break even with the maintenance alone, which is excessive at that stage of the game in most cities)
The proposed Hospital now boosts the power of Specialist cities (especially for Industry and Freedom) by allowing them to sustain more Specialists and.get more out of them, this also allows cities that are mostly working less valuable tiles to instead work Specialist slots for more useful yields.
Thematically Hospitals became more widespread to help sustain a ballooning urban population in the 1800s which was prone to diseases and epidemics, so the bonuses are more geared towards urban Specialists.
Medical Lab
Current:
+15% Food kept after Citizen birth
8 Maintenance
+2 pop on build
+2 Scientist, Engineer, Merchant base yields
-1 Poverty
Proposed:
+15% Food kept after Citizen birth
8 Maintenance
+2 pop on build
(EDIT 1) Gain 400 Science on Citizen birth (from 500 sci on birth)
-1 Poverty
The Medical Lab currently provides a respectable amount of yields, but not being victory focused is not great for an Atomic Era building. This rework makes it an instant yield Science Victory Building, granting a science bulb on build (and on picking Order's Resettlement) to push for Spaceship techs, and allowing players to exchange growth and happiness for victory progress.
(FOR EDIT 1) Some rough calcs for Med Lab costs:
2250 hammers in city with +40% hammers (windmill+train/seaport) -> about 1600 actual hammers -> 400 science from research process equivalent (opportunity cost)
If low on gold also consider having to work wealth to make up for 30 - 50+ turns after building to sci victory (or just sell it ) -> 240 - 400+ process yields equivalent (opportunity cost)
Counting growth in cities with 20 - 25 pop after +2 pop -> need 1000 - 1500 growth (45% carry over from buildings, abt 10+25% growth from happiness bonus and rationalism) -> about 400 - 600 food needed to get citizen birth for 400 science -> about 80% food as extra sci at that size
800 science upfront on build
If you can sustain growth the building will be very good, otherwise it is meh, I think this a good spot to leave it at
(EDIT 2) Hospital no longer loses -1 Poverty
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