Seek
Deity
- Joined
- Aug 7, 2010
- Messages
- 3,773
I did reduce the production bonus on resources from the seaport to 1for v4.12 beta.
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Looking at the release notes for v4.13, this change didn't make it in? (I hope!) Hammers are rare enough, and the Seaport is one of my favorite buildings. Otherwise the changes seem great, particularly the NW requirements. You never cease to amaze!
My take on other topics discussed recently:
*I think the smokehouse is fine the way it is now, but I'd go with removing the base food before increasing the cost if you decide it needs a nerf.
*I've mentioned it before, but what if Archery's beaker cost was lowered to make it more tempting? (And by a noticeable amount, like 25%.) Archer/warrior rushes might be a little more feasible and archer UUs would get an indirect buff. I doubt the Barracks would do much for me to grab it early. Moving the camp doesn't sit well with me - it's more interesting to have some luxuries not immediately available.
*I've been meaning to suggest a small increase for tech costs for a while now as well. Around 10% above current values across the board.
On another note, watching Bibor's excellent Let's Play, when a civ was liberated it showed "Emotionless", which I've never seen before - I haven't liberated someone in months. So at least liberated civs don't irrationally hate their liberators any more! Do you have any more info about this, I'm curious.