pigswill
fly (one day)
Regarding markets its also a consideration that in the late game fur, ivory and whale all become obsolete (combustion, indus, plastics) so they only give +1 happy for wine.
Well, it's not like it's a great building and has a very short window, but on the instances you (need to) build it, it is very useful. It's relatively high on my list even if I build 1 monument per game on average, because many other buildings make no real impact in the game.Also, I've been baffled at the Monument tier position.
About 12Dang that seems like a high maintenance threshold for a courthouse
The wording in the posts you refer to may have lacked in precision.
The answer is : no. If you're building whatever, including wealth/science/culture, only hammer multipliers are taken into account (and wealth does not count as Buildings for Org Rel bonuses.)
That's with the current system.This would only result in 2 traits getting even stronger: PHI & FIN
(cos they are reliable big boosts)
..and IND being pretty bad.
Failgold is an example of a complete design failure: it was meant to answer the complaint of people who felt frustrated being left empty-handed after a failed wonder race.
The failgold system is a great way to alleviate the issues with losing wonder races. (In older games you could switch from one world wonder to another without cost. Failgold is better by a lot.)
Dang that seems like a high maintenance threshold for a courthouse
Maybe it would not be a horrible way to balance the game to cut build wealth/research to 50% and do the same to fail gold. However, it not only makes buildings somewhat better, but also makes things like rivers, cottages, FIN way better.
But that's only because people choose to play running science high. I can run long periods of expansion because of markets. Again, the hammer argument is a red herring, because library's while 60% of the hammers of a market, are Super expensive when considering the era you build them. If you only build libraries when you have access to build markets, it's a different story, but most people build them early at the cost of hammers when they are not as abundant without chopping trees.It's not about binary vs. non binary research, but about what your average slider gold rate is over many turns. If on average you run 25% gold and 75% science on the slider, then the library's bonus applies 3 times as often as the market's as long as we're considering the sources of commerce (rather than sources of raw gold like a shrine). So for example, on a city with 48 base commerce, library bonus science is 9 and market bonus gold is only 3 per turn, and market is 5/3 the cost of lib, so library starts generating a profit in 1/5 the time than market does. This is quite a difference and gets worse if you maintain a higher average slider rate.
But also to reply to the person above saying merchants are worse than scientists, this is not always the case. If you have libraries in all important commerce cities, 1000 gold from a trade mission is worth about 1500 final beakers of research, because it gets multiplied by 1.25 by the libraries and then the beakers applied to the tech are most often 1.2x the beakers generated by the slider because of the prereq bonus. BUT the payoff is long term whereas the GS bulb is immediate, and that's more important at high difficulties when you can gain a momentum advantage, trade a good tech, etc.
No, we don't.Do we actually know these things, though?