Problems:
1) These changes are based on existing order of Buildings in Cities without river (and therefore without current Water Mill): Well -> Workshop -> Windmill. Therefore, proposed changes have relatively small impact on existing balance.
2) About Bath changes: yes, freshwater reqirements leads to strategic choices but even without it on Bath, freshwater Cities have better farms, and crazy late-game boost from cheap "Hydroelectric power plants". If we want to emphasize how river Cities were (obviously) better than non-river Cities we need to focus on river-tile yields, not on building restriction because current limitation only leads to frustration.
3) Elaphant Camp suits better to Circus because of bonus yields on Ivory.
Step 1: Nerf Well and make it available everywhere and not mutually exclusive with Water Mill
Step 2: Swap the name and art of Workshop and Windmill in tech tree. Now Windmill have traits of Workshop and vice versa.
Step 3: Move new Windmill to Machinery.
Step 4: Change current Water Mill to be identical to new Windmill. Move it to Engineering. Make Water Mill and Windmill mutually exclusive. (If it still not clear, imaging that Water Mill became mutually exclusive to Workshop and then Workshop got renamed to Windmill)
Step 5: Add little thematical and balance adjustments (Table #1)
Step 6: Adjust UB to follow the changes (Table #2) Note: the main aim for changes in UB is just to make them suits to new base building. Changes not aimed to conflict with special dedicated proposals and therefore can coexist with them.
Step 7: change Bath requirement from Fresh water to Aqueduct.
Results:
Counterproposal to
- Wells and Water Mills being mutually exclusive makes little sense
- Windmills unlocked in late Renaissance is a bit anachronistic
- The fact that cities without access to rivers being able to develop faster than river cities is counter logical
- Wells are too strong compared to other building of same line
- Water Mills and Windmills were used for the same purposes but have almost no overlaps in-game.
- Bath require Fresh water while they historically worked perfectly with Aqueducts.
- Elephant Camp not a Circus replacement (which provide Ivory bonus) is weird.
1) These changes are based on existing order of Buildings in Cities without river (and therefore without current Water Mill): Well -> Workshop -> Windmill. Therefore, proposed changes have relatively small impact on existing balance.
2) About Bath changes: yes, freshwater reqirements leads to strategic choices but even without it on Bath, freshwater Cities have better farms, and crazy late-game boost from cheap "Hydroelectric power plants". If we want to emphasize how river Cities were (obviously) better than non-river Cities we need to focus on river-tile yields, not on building restriction because current limitation only leads to frustration.
3) Elaphant Camp suits better to Circus because of bonus yields on Ivory.
Step 1: Nerf Well and make it available everywhere and not mutually exclusive with Water Mill
Step 2: Swap the name and art of Workshop and Windmill in tech tree. Now Windmill have traits of Workshop and vice versa.
Step 3: Move new Windmill to Machinery.
Step 4: Change current Water Mill to be identical to new Windmill. Move it to Engineering. Make Water Mill and Windmill mutually exclusive. (If it still not clear, imaging that Water Mill became mutually exclusive to Workshop and then Workshop got renamed to Windmill)
Step 5: Add little thematical and balance adjustments (Table #1)
Step 6: Adjust UB to follow the changes (Table #2) Note: the main aim for changes in UB is just to make them suits to new base building. Changes not aimed to conflict with special dedicated proposals and therefore can coexist with them.
Step 7: change Bath requirement from Fresh water to Aqueduct.
Spoiler Table #1 - Basic building changes :
| Name | Current effects | New effects | Notes |
| Well | Prerequisite Technologies: Mining Cost: 65 Each Population in City: +0.2 City must not be on a River City City must not have the following Buildings: Water Mill | Prerequisite Technologies: Mining Cost: 65 Each Population in City: +0.2 | Reduced base |
| Water Mill | Prerequisite Technologies: Masonry Cost: 150 Each Population in City: +0.25 City must be on a River City must not have the following Buildings: Well | Prerequisite Technologies: Engineering Cost: 200 Each Population in City: +0.25 +1 +1 +4 Allows Division of Labor: +3% City must be on a River City must not have the following Buildings: Windmill | Reduced base |
| Windmill | Prerequisite Technologies: Economics Cost: 600 +15% +1 +1 +2 +2 Division of Labor: +3% | Prerequisite Technologies: Machinery Cost: 350 Each Population in City: +0.25 +1 +1 +4 Allows Division of Labor: +3% City must not be on a River City must not have the following Buildings: Water Mill | Reduced base Maintenance is lower because non-river Cities already punished by later unlock and worser farms |
| Workshop | Prerequisite Technologies: Civil Service Cost: 350 Automatically built when Founding City if the game starts in Industrial Era or later Each Population in City: +0.25 +1 +4 Allows Division of Labor: +3% Entrepreneurship: +1 Required Buildings: Forge Leads to Buildings: Factory Steam Mill | Prerequisite Technologies: Economics Cost: 600 +15% +2 +2 Division of Labor: +3% Entrepreneurship: +1 Required Buildings: Forge Leads to Buildings: Factory Steam Mill | Bonus on Granary moved to Water Mill/Windmill. Bonus on Grocer changed to +1 base |
| Bath | Require Fresh Water | Require Aqueduct | How it should be historically. |
Spoiler Table #2 Changes to related UB :
| Name | Current effect | Proposed effect | Notes |
| Buffalo Pound | Shoshone Unique Well Prerequisite Technologies: Trapping Cost: 65 Each Population in City: +0.2 | Shoshone Unique Well Prerequisite Technologies: Trapping Cost: 65 Each Population in City: +0.2 | Same -1 |
| Nilometer | Egyptian Unique Water Mill Prerequisite Technologies: Masonry Cost: 150 Each Population in City: +0.4 +10% | Egyptian Unique Water Mill Prerequisite Technologies: Engineering Cost: 200 Each Population in City: +0.4 +10% +2 +1 +4 Allows Division of Labor: +3% | Follow the Water Mill changes. Gain new tech unlock and new basic traits. Now Egypt cannot construct Windmills. Initial bonus +1 |
| Elephant Camp | Siamese Unique Workshop Prerequisite Technologies: Civil Service Cost: 350 Automatically built when Founding City if the game starts in Industrial Era or later +1 +1 +4 Allows Each Population in City: +0.25 Each unit of Strategic Resources connected to allied City-States: +1/2 Division of Labor: +3% Entrepreneurship: +1 Required Buildings: Forge | Siamese Unique Circus Prerequisite Technologies: Physics Destroyed on Conquest Cost: 300 +1 -1 Unhappiness from +3 Each unit of Strategic Resources connected to allied City-States: +1/2 On Completion: +100 On Completion: +10 Turns of Required Buildings: Arena | Changed the basic building to Circus (which suits better), therefore basic stats changed. All secondary stats of UB retained. |
| Brewhouse | German Unique Windmill Prerequisite Technologies: Economics Cost: 600 +15% +1 +1 +1 +1 +1 +2 +2 When adopting a Policy: +10 When a Unit is gifted to a City-State: +10 +1/9 Division of Labor: +3% | German Unique Workshop Prerequisite Technologies: Economics Cost: 600 +15% +1 +1 +1 +2 +2 When adopting a Policy: +10 When a Unit is gifted to a City-State: +10 +1/9 Division of Labor: +3% Entrepreneurship: +1 | Base building changed due to Workshop/Windmill swap Bonus on Grocer consumed into flat stats as in new base building. Granary bonus moved to Water Mill/Windmill, therefore not present. Added possible Entrepreneurship bonus. |
Results:
- Wells available everywhere and not so OP – nice and accurate.
- Water Mill and Windmill are mutually exclusive because they do the same work.
- River Cities have upper hand for a period of time – historically accurate.
- Non-river Cities will get the same yields but a bit later – no more bad feelings from loosed yields.
- Bathes now available in every City with Aqueduct. Less frustration from expansion.
- Elephant Camp now replace Circus – guess, it should be here.
Counterproposal to
Motivation:
Freshwater requirements don't really make sense strategically or thematically. For the production cost, wells are much better than watermills in almost every case.
Proposal:
Allow wells to be built in any city
Nilometer becomes a unique well replacement
Delete watermills
Freshwater requirements don't really make sense strategically or thematically. For the production cost, wells are much better than watermills in almost every case.
Proposal:
Allow wells to be built in any city
Nilometer becomes a unique well replacement
Delete watermills
- Bromar1
- Replies: 15
- Forum: Failed Proposals
Last edited by a moderator:
