Sureshot said:specialists would be better if the time to make them didnt increase so much each time
Pelaka said:It sounds like there is alot of support for doing something about cottages. However, I my original point wasn't so much about fixing cottages, as making lumbermills, windmills, waterwheels and workshops more attractive. If the intellegent decision is to always make a cottage, and these all appear later i the tech tree then cottages... then there is a big problem. We need to either:
1. Weaken the cottage line so that they aren't uniformly better then these other improvements.
2. Make the other improvements better so they represent valid alternatives (at least to some racial/religions combinations).
3. Move cottages after them in the tech tree so that these represent interim improvements that are eventually replaced by cottages.
Pel
I have a couple of ideas for this2. Make the other improvements better so they represent valid alternatives (at least to some racial/religions combinations).
Chandrasekhar said:Here's why cottages are so good in FfH:
Vitalize. With this spell, just about anyone can make it so that all of the tiles in a city's fat cross give two food (except when they give 5). Now, each of these self-sustaining tiles can have a cottage put on them. In vanilla Civ, you had to put farms near city's that didn't have perfect starts in order to get a city up to size 20 to work all of the tiles it can.
What's so incredibly different about FfH that means it needs to delay cottages so much to be well balanced? They're already far, far weaker than those in vanilla Civ.
Vanilla Civ towns
Base: 4
Printing Press: +1
Free Speech: +2
Universal Suffrage: +1
Fall from Heaven town
Base: 4
Arcane Lore: +1
I still don't see why you think the cottages should be pushed back even farther. What major gameplay issue would this correct?
Pelaka said:It sounds like there is alot of support for doing something about cottages. However, I my original point wasn't so much about fixing cottages, as making lumbermills, windmills, waterwheels and workshops more attractive. If the intellegent decision is to always make a cottage, and these all appear later i the tech tree then cottages... then there is a big problem. We need to either:
1. Weaken the cottage line so that they aren't uniformly better then these other improvements.
2. Make the other improvements better so they represent valid alternatives (at least to some racial/religions combinations).
3. Move cottages after them in the tech tree so that these represent interim improvements that are eventually replaced by cottages.
Pel
Chandrasekhar said:You'd probably have to either get rid of the gold you get from pillaging with hidden nationality units...
Draconian said:Simply moving cottages to a later tech or making them significantly weaker in the early game won't work.
At the moment cottages are the only improvements that add commerce early on without depending on a specific ressource, if you take that away it would make starting positions with luxuary ressources way to powerful. Imagine you had two gold ressources in/near your capitols fat cross, without early cottages the other players wouldn't be able to keep up with your research (probably 2x theirs). You would get the tech needed for cottages way before them and the gap would grow even bigger. If you don't allow cottages to grow until a certain tech is researched the same will happen to a lesser extent.
If you think cottages are to strong buff the other improvements (watermills for example...) or make towns weaker in the late game.
Chandrasekhar said:Ah, you know, allowing hidden nationality units to pillage would be really nice. You'd probably have to either get rid of the gold you get from pillaging with hidden nationality units, or at least reduce it, but it would make improvements like cottages much more difficult to sustain. I'm hoping that hidden nationality units will become a more important part of the game.