This proposal is exactly the same as (9-08) Food/Farm/Specialist Tweaks:
Except the following points:
Current Specialist Food Consumption
No change to Farm yields on Aqueduct and Grocer. Instead, change Aqueduct as follows:
Instead of adding more
Food, we encourage
growth. Assuming you grow every 15 turns, it's effectively a +4%
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
Food to Farms
Fertilizer: +2
Food to Farms (up from +1)
Also counterproposal to:
This proposal is exactly the same as (9-08) Food/Farm/Specialist Tweaks:
Except we also allow farms to be built on hills with freshwater.
Motivation: I love that we are making farms important again, and this makes it easier (and relies on less map RNG) to group farms together.
UPDATE Improvements
SET RequiresFlatlands = 0, RequiresFlatlandsOrFreshWater = 1
WHERE Type = 'IMPROVEMENT_FARM';
Magi note: This is a separate proposal since it is just base+addition
Referenced:
Update 1: added conditional tech boosts to farms if the adjacency proposal doesn't pass.
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:
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...
- redrum68
- Replies: 33
- Forum: Failed Proposals
Except the following points:
Current Specialist Food Consumption
- Ancient to Information: 3-3-3-4-5-6-7-8
- Ancient to Information: 4-4-5-6-7-8-9-10
- Ancient to Information: 3-4-5-6-7-8-9-10
No change to Farm yields on Aqueduct and Grocer. Instead, change Aqueduct as follows:
Food: +1- +15%
Food is carried over when City grows - -1
Unhappiness from
Poverty - +2
to Oasis - +2
to Lake Tiles - When a
Citizen is born in this City: gain
Production equal to 60% of City output
Instead of adding more
Food, we encourage
growth. Assuming you grow every 15 turns, it's effectively a +4%
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
Food to FarmsFertilizer: +2
Food to Farms (up from +1)Also counterproposal to:
Except
Motivation: I love that we are making farms important again, and this makes it easier (and relies on less map RNG) to group farms together.
Spoiler ImprovementChanges.sql :
UPDATE Improvements
SET RequiresFlatlands = 0, RequiresFlatlandsOrFreshWater = 1
WHERE Type = 'IMPROVEMENT_FARM';
Magi note: This is a separate proposal since it is just base+addition
- usadefcon1
- Replies: 7
- Forum: Failed Proposals
Referenced:
Motivation: Farm adjacency bonus is a fun and unique mechanic which mostly doesn't matter due to it becoming too low as the game goes on, and due to Food itself becoming less and less valuable. There's little value in building "Farm triangles" even in the early game, as the bonus quickly becomes too low and you stop needing Farms at all, replacing them with Villages and GPTIs. Tradition doesn't need Farms practically at all, especially in the Capital. Food Internal Trade Routes are much more efficient at growing cities than assigning 3-5 citizens to work Farms.
Any direct Farm buffs, like...
Any direct Farm buffs, like...
- paul_soryu
- Replies: 43
- Forum: Failed Proposals
Update 1: added conditional tech boosts to farms if the adjacency proposal doesn't pass.
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