Thalassicus
Bytes and Nibblers
Is there some brilliant strategy with these I might be unaware of, or do you ignore them like I've started to?
Update: Best thing about Civ is we don't have to wait for the development team to improve the fun we have playing. I've improved these buildings slightly to make them a little more worth building (link), and also slightly improved some weaker wonders. You can see some other small mods below, such as +1 to Mines and Lumbermills with Engineering. If you feel you might like to try something new, give these a shot, and you can always easily fiddle with the settings in the XML files further to your own personal preference.
- Stable
Must build more than 9 chariot archers or 6 horsemen to just break even in . Hit by game-long maintenance cost, delays unit creation, no benefit to rush-purchasing, and must have horses in an area worth building a military-production city.
. - Granary, Watermill
Large , /turn cost (with no leader traits to speed production), maritime city-states, slower population growth overall in V.
. - Castle, Military Base
Same , /turn as an average unit, yet low damage, cannot move, promote, create great generals, or be disbanded. A single city with all defensive buildings costs 1125 (more than the Taj Mahal) and 10/turn. Might be useful if-when combat AI is improved.
. - University, Public School, Research Lab
Trade /turn for /turn, despite increased usefulness of in CiV, and technological progress already faster than production. This is more due to overall tech vs production ratio than the fault of these individual buildings, however.
. - Museum, Opera House, Broadcast Tower
Huge /turn costs for anything but a cultural victory. Great artists less useful.
. - Windmill
Bonus so small and cost so high the break-even point is 1800, 70 turns for even a highly-productive city in the era these become available. Meanwhile, you delayed production and are incurring maintenance.
. - Hospital, Medical Lab
Steep cost makes purchase the only option for small cities, where the benefit would last longest. Then you're also hit with a large /turn cost. In big cities (20+) growth is so slow that by the time Hospitals/Labs become available, you can only gain perhaps 1-2 extra points of population before the game ends, while incurring a massive maintenance hit.
Update: Best thing about Civ is we don't have to wait for the development team to improve the fun we have playing. I've improved these buildings slightly to make them a little more worth building (link), and also slightly improved some weaker wonders. You can see some other small mods below, such as +1 to Mines and Lumbermills with Engineering. If you feel you might like to try something new, give these a shot, and you can always easily fiddle with the settings in the XML files further to your own personal preference.