redrum68
Prince
- Joined
- Jun 3, 2013
- Messages
- 549
Motivation
After early game, food and farms fall off in value. This pushes the current meta to spam lots of lower pop cities with little to no farms and using avoid growth which gets repetitive. Cities then often focus on working a few tiles and specialists and outside of your capital are very uniform with little variation. The current happiness system is a factor in this but changing it significantly is probably out of scope of this balance focused congress. There are 2 main issues that this is trying to tackle:
Proposal Summary
After early game, food and farms fall off in value. This pushes the current meta to spam lots of lower pop cities with little to no farms and using avoid growth which gets repetitive. Cities then often focus on working a few tiles and specialists and outside of your capital are very uniform with little variation. The current happiness system is a factor in this but changing it significantly is probably out of scope of this balance focused congress. There are 2 main issues that this is trying to tackle:
- How can we make food matter more in mid and late game?
- How can we make farms scale better compared to other food sources?
- Increase food demand by increasing how much specialists consume. This also makes it so cities founded in food rich areas (flat land, river, coastal, etc) can support more specialists while cities in rough terrain (hills, forest/jungle, etc) would support less specialists but have higher potential production. This increases variation across cities and makes location more meaningful.
- Buff farms on resources as right now they are very weak and often where players choose to prioritize building GPTIs instead of farms. This helps to give a bit more early food and make these bonus resources matter more and in-line with other food bonus resources improvements like pastures/camps/nets.
- Buff some of the Granary line buildings to give extra food to farms as these buildings are a bit weak and rarely prioritized and this makes farms scale better into mid/late game.
Proposal Summary
- Specialists Consume +1 Food, Make the Era Scaling Kick-in at Medieval (increase food demand especially into mid/late game)
- Farms get +1 food from Aqueduct (Harrappan Reservoir gives +2 instead of +1 food) and Grocer (buff some weaker buildings and have farm yields scale better into mid/late game)
- Remove the small instant production from Aqueduct and Harrappan Reservoir (extra production doesn't really make sense on a food/growth building and the amount is very low)
- Farm on Wheat gives +1 food
- Farm on Rice gives +1 food
- Farm on Maize gives +1 food, +1 gold
- Ancient to Information: 3-3-3-4-5-6-7-8
- Ancient to Information: 4-4-5-6-7-8-9-10
Food: +1- +15%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +2
Food to Oasis/Lake - When a Citizen is born in this City: gain
Production equal to 25% of City output
Food: +1- +15%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +1
to Farm - +2
Food to Oasis/Lake When a Citizen is born in this City: gain
Production equal to 25% of City output
Food: +3
Production: +3- +1%
Food per Follower of Majority Religion - +20%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +1
+1
to Farm - +2
to Oasis/Lake - When a Citizen is born in this City: gain
Production equal to 25% of City output
Food: +3
Production: +3- +1%
Food per Follower of Majority Religion - +20%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +2
+1
to Farm - +2
to Oasis/Lake When a Citizen is born in this City: gain
Production equal to 25% of City output
Happiness: 1- +15%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +1
+1
+1
to Figs - Each Population in City: +0.2

Happiness: 1- +15%
Food is carried over when City grows - -1 Unhappiness from
Poverty - +1
to Farm - +1
+1
+1
to Figs - Each Population in City: +0.2

- Wheat
- +1
Food
- +1
- Rice
- +1
Production
- +1
- Maize
- +1
Gold
- +1
- Wheat
- +2
Food
- +2
- Rice
- +1
Food, +1
Production
- +1
- Maize
- +1
Food, +2
Gold
- +1
Last edited:
Production equal to 25% of City output" is a really weak effect and can be buffed instead, which also promotes growing cities.
at Civil service, Fertilizer and +3
at Metallurgy and Combustion.
1
lumber triangles
