Gamewizard
Emperor
- Joined
- Jan 24, 2011
- Messages
- 1,234
Just some quick feedback on the latest beta...I got wrecked playing an immortal game. I tried beelining the watermill and got rushed by England with archers and warriors, eventually swordsman and a key horseman to finish the job. I like the decrease in early game gold on a river start, felt more balanced, and I didn't feel like I had to place extra cities on rivers as a priority. It was funny to see a coastal river city place its first citizen on a coast tile (2F1G) as this was the strongest unimproved tile for once. Normally I would never work a non-resource coast tile for prolly the entire game.
Hopefully next game I can get past 100 turns without losing to see how the watermill/river changes play out late game.
Hopefully next game I can get past 100 turns without losing to see how the watermill/river changes play out late game.

on fish from the harbor, since those 2g bonuses are aimed at luxuries and fish already get a bonus from the smokehouse. I originally had this only for whales and pearls, but added it to fish as well because it felt a little inconsistent for the harbor to not boost all sea resources. I think from a balance perspective though, it's better to have slightly weaker fish, even if it results in a little inconsistency.

modifier... the only thing that resembles that is the Tradition policy.
for v4.12 beta.
/
stat to the Museum.
per turn
). While it gives good returns if you have 3+ food-resources in your city, it should still be an option for cities without any. Not high-priority in the build-order then, but not quite as useless as the vanilla granary (which was just a bit costlier).