(9-07a) Food/Farm/Specialist Tweaks (Alt)

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azum4roll

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This proposal is exactly the same as (9-08) Food/Farm/Specialist Tweaks:

Except the following points:

Current Specialist Food Consumption
  • Ancient to Information: 3-3-3-4-5-6-7-8
(9-08) Proposed Specialist Food Consumption
  • Ancient to Information: 4-4-5-6-7-8-9-10
(9-08b) Proposed Specialist Food Consumption
  • Ancient to Information: 3-4-5-6-7-8-9-10
Ancient Era specialist food cost is just fine. Food is actually in shortage so working specialists already has a reasonable cost.

No change to Farm yields on Aqueduct and Grocer. Instead, change Aqueduct as follows:
  • :c5food: Food: +1
  • +15% :c5food: Food is carried over when City grows
  • -1 :c5unhappy: Unhappiness from :c5gold: Poverty
  • +2 :c5food: to Oasis
  • +2 :c5food: to Lake Tiles
  • When a :c5citizen: Citizen is born in this City: gain :c5production: Production equal to 60% of City output
Harappan Reservoir is also changed accordingly.
Instead of adding more :c5food: Food, we encourage :c5citizen: growth. Assuming you grow every 15 turns, it's effectively a +4% :c5production: Production (post-modifiers).
The convention of one building boost per normal improvement is preserved.
Grocer is already good enough as a happiness building.

The +2 Food from the base proposal is added to techs instead, if the adjacency proposal doesn't pass.
Mathematics: +1 :c5food: Food to Farms
Fertilizer: +2 :c5food: Food to Farms (up from +1)

Also counterproposal to:

Referenced:

Update 1: added conditional tech boosts to farms if the adjacency proposal doesn't pass.
 
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So this wouldn't buff non-resource farms at all then?

Also, the aqueduct production on growth is so low that it doesn't really matter (this is a pretty early game building so 4% is nothing). Honestly we could just remove that even with this increase.
 
So this wouldn't buff non-resource farms at all then?

Also, the aqueduct production on growth is so low that it doesn't really matter (this is a pretty early game building so 4% is nothing). Honestly we could just remove that even with this increase.
No buff to farms. I'm kinda relying on the adjacency proposal to pass.
 
No buff to farms. I'm kinda relying on the adjacency proposal to pass.
Okay I just amended my proposal without noticing you proposed this one. I removed +1 Food to Farms from Civil Service and Fertilizer to balance out bonus Food from original 9-08.

I've seperated this removal into another proposal now.
 
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Updated proposal to conditionally add tech buffs to farms if the adjacency proposal doesn't pass.
 
Updated proposal to conditionally add tech buffs to farms if the adjacency proposal doesn't pass.
Any reason you prefer tech buffs instead of buffing the aqueduct line? I originally had tech buffs but moved them to buildings as I thought that made it so cities want to prioritize them more especially if they have lots of farms.
 
Tech boosts for Farms are very underwhelming compared to Mines, another Ancient base improvement. This would set them equal (4 techs with +1/+1/+2/+3 boosts).

Also the one building boost per improvement thing that I want to keep as much as possible.
 
I like Food boosts to Farms on techs more as well, because it would be a consistent gradual mechanic, while +1 Food to Aqueduct and Grocery will suddenly end at early Renaissance. There's a lot of boosts to Mines and Quarries as well, some back to back.
 
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Tech boosts for Farms are very underwhelming compared to Mines, another Ancient base improvement. This would set them equal (4 techs with +1/+1/+2/+3 boosts).

Also the one building boost per improvement thing that I want to keep as much as possible.
Yeah that is what I looked at as well. Just moved the boosts to buildings instead to make it more of an active choice and less you just get it. To your point, maybe some of the other improvement boosts should be moved to buildings as well. Factories for example could buff mines instead of just a tech.
 
Somethings gone a bit squiffy
The +2 Food from (9-09) is added to techs instead, if the adjacency proposal doesn't pass.
Mathematics: +1 :c5food: Food to Farms
Fertilizer: +2 :c5food: Food to Farms (up from +1)
The 9-09 is not to do with Farms. Which one was it?
In the linked one there, I don't see this +2 Food you mention. What's going on there? Did it change, or?
 
Assuming specialist food calculations work the way I think they do, this would be marginally cleaner to implement than the original. It's still a dll change.
 
Code:
    if (MOD_BALANCE_VP)
    {
        iFoodPerSpec = max((int)GET_PLAYER(getOwner()).GetCurrentEra(), /*2*/ GD_INT_GET(FOOD_CONSUMPTION_PER_POPULATION)) + 1;
        iFoodPerSpec = min(iFoodPerSpec, 10) * 100;
    }
    else
    {
        iFoodPerSpec = /*2*/ GD_INT_GET(FOOD_CONSUMPTION_PER_POPULATION) * 100;
    }

Currently it's hardcoded. Cleanest way to implement this would be as a column in the Eras table, but that's complex.
 
Looked for any special logic around the AI and specialist food that this change might impact and I didn't find any.

I can sponsor this.
 
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