Lennier
Emperor
The problems with a citadel are that they require you to build walls and they either obsolete quickly or you have to delay free market/economics and forgo their benefits to get extra CR3 siege instead of CR2 siege.
Sure but with Barracks + a XP civic you get CR2 out of the gate. Citadels are quite expensive at 100 hammer cost. If no Stone, I honestly may not build it in many cities.
Not a bad building. If C tier is average, it definitely adds something so it's B tier. However OP said it's S tier and I don't see that at all.
It's a bit worse than 100 hammers because you also need the walls, which you wouldn't build otherwise (so 150 total). But if you have stone (which is not that uncommon, and it's cheaper to trade for than horses or iron for example) it's 75 production total for the benefits of 5 XP to siege, 1 trade route (always good and will help keep up with war costs), and marginal benefits to culture and espionage that won't amount to much most games, but it's there. I don't think is S (because in many Spain games you may not use it) but definitely A.
To put it another way, standard Castles (and Notre Dame) are not a bad investment if you have stone, they just come at a wrong point in the tech tree because if you tech Engi you're going to war and not buiding your empire. Citadel fixes that mismatch by giving a massive benefit to exactly the units you teched Engi for.
This. It's so easy to overvalue xp. It depends what kind of war you are fighting.The way I see it, for 150 hammers you spent on Walls/Castle you can build almost 2 extra Trebs.
You'd see more potential in castles if you were open to espionage, which actually works best with engineering attacks.
Well, if it was +25I dont understand why people hate on markets so much. +25 gold and
To be fair, units aren’t free, but point taken. In regards to slider, markets with 100% gold is like a library with 100% beaker, albeit libraries are less hammers. And Banks are like academies without wasting a GS.The main points against it is highcost to build, and the fact that +25%
does nothing if you're running 100% on your slider (barring something like a Shrine directly generating commerce). The former especially so when you're running Monarchy, given one market worth of hammers can build you six Archers or +6
even if you can't build Warriors for even cheaper unit garrisons.
LOL. I struggle typing on my tablet.Well, if it was +25it would be an excellent building!
But yeah as it is, it's simply trash, maybe useful sometimes in the capital. 150
is just an insane price for a penny per turn. Happiness can usually be harvested in cheaper ways.
For typical games it's relatively easy to keep your science slider at 100%, usually by selling techs/failbuilding wonders for gold, trading resources for gold/turn, etc. It has the effect of making +To be fair, units aren’t free, but point taken. In regards to slider, markets with 100% gold is like a library with 100% beaker, albeit libraries are less hammers. And Banks are like academies without wasting a GS.
From a design standpoint they might have considered capping cottage growth where that infrastructure was lacking. Or adding some efficiency penalty when sliders are run out of, say, a 30-70% range, maybe just set that as the available range. Building wealth, science or culture in a city with no infrastructure is trippy in the first place.Games that last longer (so for example most science victories even on the "standard" settings) will lead to more buildings, but I think that doesn't change the fundamental issue with the gold multiplier buildings (outside of niche scenarios like shrines and corporation headquarters): by the time you have enough production to comfortably afford them, you often have enough production to build wealth (with production multiplier buildings) to ensure your slider is at 100% and thus you have no gold to multiply.