VoiceOfUnreason
Deity
- Joined
- Dec 5, 2005
- Messages
- 3,663
Medieval Era
Banks
50% boost to wealth (reminder: not commerce). Also a pre-requisite for Wall Street.
If you've got a shrine in a city, a bank will likely be a good investment. Beyond that, the use of banks is going to depend a whole lot on how you arrange your economy as a whole.
If you are trying to run with the science slider maxed out, then commerce driven banks become less and less useful. In addition, there are a lot of revenue sources that the bank can't help you with (trades, pillaging, trade missions).
On the other hand, if you are running with the science slider disabled, then banks are a lovely present. This is also true in a city running merchant specialists.
As a rule, though - my own style of play makes it difficult to find useful places to build the last three banks I need for Wall Street.
Castles
Lovely defense, except against gun powder units which are right around the corner. And a culture point! So that leaves an extra trade route as the sole upside - and that bit goes away when you hit economics.
If I've got stone, I might build one in my big traderoute city (coastal, high pop, Temple of Artemis), but I'm not taking it very seriously - it still requires walls, which are basically worthless.
Cathedrals
+2 happy for state religion, +1 for incense, and a couple priest slots. Each of the religions has its own doubler, to reduce the construction cost.
The fact that there's a quota of temples required to build these makes them self throttling. One or two get dropped into your largest cities to goose the happy, and then you are done with them.
Two important special cases to consider: if you are farminng Great Prophets, the two slots are going to be valuble.
If you are playing for a cultural victory, cathedrals are huge, because of the 50% boost to base culture. In a cultural game, you'll typically build one for each religion in each of your legendary cities, if you can arrange it.
Grocer
25% wealth boost, two merchant slots, and a health multiplier for all of the luxury foods (bananas, spice, sugar, wines). Pre-requisite for a supermarket.
You can, generally, go a long while without health being an issue, so Grocers aren't as urgent as Markets; not by a long shot. Again, a few in your largest cities, especially those which are land locked, and then let it go.
There ought to be some sensible guideline for how much gold per turn justifies building one of these things, but I don't have a good number to offer.