CaiusDrewart
King
There's been a little bit of discussion of this in the tier list thread, but I thought it deserved a thread of its own. Setting aside the Indian Stepwell (which is totally different), the other UIs follow a similar pattern:
Mission (Spain): +1 Faith. +2 Faith if on a different continent. +1 Science if next to a campus.
Sphinx (Egypt): +1 Faith and +1 Culture. +2 Culture if next to a wonder. Cannot be built next to a sphinx.
Ziggurat (Sumeria): +2 Science. +1 Culture if next to a river. Cannot be built upon hills.
Chateau (France): +1 Culture. +2 Culture if next a wonder. +1 Gold if next to a luxury resource. Can only be built adjacent to rivers.
Great Wall (China): +1 Culture and +1 Gold for each adjacent Great Wall segment. Must be built in a line on the empire's border.
Is it just me or are pretty much all of these quite bad? The yields just seem very modest compared to normal tile improvements. In the early game it's tough to pass on all-important production and food for very small quantities of culture/faith/science/gold, and in the late game normal improvements seem clearly more powerful (Mines and Lumber Mills hit +3 production, Farms can easily top +3 food with adjacency bonuses.) Not to mention that a lot of these improvements are very picky about where they can be built. And none of them offer adjacency bonuses to nearby districts (unlike Mines).
And of course, unlike in past games, these all cost precious Builder charges.
It seems to me like Civs with unique districts are looking really good, and Civs with unique improvements got the short end of the stick. But maybe I'm missing something, and these are more powerful than they appear?
Mission (Spain): +1 Faith. +2 Faith if on a different continent. +1 Science if next to a campus.
Sphinx (Egypt): +1 Faith and +1 Culture. +2 Culture if next to a wonder. Cannot be built next to a sphinx.
Ziggurat (Sumeria): +2 Science. +1 Culture if next to a river. Cannot be built upon hills.
Chateau (France): +1 Culture. +2 Culture if next a wonder. +1 Gold if next to a luxury resource. Can only be built adjacent to rivers.
Great Wall (China): +1 Culture and +1 Gold for each adjacent Great Wall segment. Must be built in a line on the empire's border.
Is it just me or are pretty much all of these quite bad? The yields just seem very modest compared to normal tile improvements. In the early game it's tough to pass on all-important production and food for very small quantities of culture/faith/science/gold, and in the late game normal improvements seem clearly more powerful (Mines and Lumber Mills hit +3 production, Farms can easily top +3 food with adjacency bonuses.) Not to mention that a lot of these improvements are very picky about where they can be built. And none of them offer adjacency bonuses to nearby districts (unlike Mines).
And of course, unlike in past games, these all cost precious Builder charges.
It seems to me like Civs with unique districts are looking really good, and Civs with unique improvements got the short end of the stick. But maybe I'm missing something, and these are more powerful than they appear?