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A New Paradigm for Agribusiness

Discussion in 'General Balance' started by Stalker0, Oct 19, 2019.

  1. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    6,254
    Agribusiness is a terrible building. But I think its main issue is that its trying to push food at a time when food has lost nigh all of its value. Growth is just not needed at this point in the game.

    So I would approach it in one of two ways:

    1) Instant Bonus: Similar to the new medical lab idea, give it an immediate one time bonus when its built. This is not my favorite idea, but its an option.

    2) Hospital-esque Bonus: My favorite idea is to use the hospital concept, and put back the "business" into the building. Have the city gain +X% of your food in gold. Similar to how faith is retooled into GP late in the game, food has to be retooled to stay relevant. More food is simply not the answer. With this concept, now food = some science and gold in the late game. That gives it some value.
     
    LifeOfBrian, Kim Dong Un and CrazyG like this.
  2. LifeOfBrian

    LifeOfBrian Warlord

    Joined:
    Aug 21, 2019
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    207
    Agreed, at that point of the game I want something more useful than raw food.
     
  3. tu_79

    tu_79 Deity

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    Playing tradition, that late in the game you have like 15 specialists and 5 non specialists. The usefulness of extra food when you can't raise the population due to unhappiness is to liberate some citizens from dumb labor, so you can work on even more specialists.

    Maybe Agribusiness could lower urbanization so cities can grow and still work useful things.
     
    Bromar1 likes this.
  4. pineappledan

    pineappledan Deity

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    Lots of ways to change agribusiness. As stalker says, the ideal way for a food building to work at that late stage is not to have it put more :c5food: on tiles, but to make it so you work tiles less, so you can work more specialists and GP tiles

    %:c5food: to :c5gold: conversion

    Specialists consume 1 less :c5food:food (effectively cancel out the industrial era’s specialist bump, because agricultural revolution)

    2:c5food: for Each farm or pasture within 3 tiles of city. Ie. same as mountain bonus from observatory, except for improvements. (mechanization and reorganization/consolidation of farmland into large corporations. Also rewards intensifying cities for overlapping workable farms.)

    all 3 of those would require new code. I would stay away from instant boosts and leave that to later era buildings. Agribusiness isn't quite late enough, and I would rather see some better way of supporting specialists/food generation that frees up :c5citizen: citizens
     
    Last edited: Oct 20, 2019
    cerk and Bromar1 like this.
  5. LifeOfBrian

    LifeOfBrian Warlord

    Joined:
    Aug 21, 2019
    Messages:
    207
    Personally, I'd either add some combination of production&gold to all farms and pastures in the city or combine the abovementioned food to gold conversion and reduce food consumption for specialists. But the whole extra food to farms&pastures isn't worth the investment.
     

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