DaveGold:
True. I don't think you've made a case here that military units are sufficiently powerful that you should build them rather than building a Workshop. In fact, from my time in the forums it seems that the common practice is to have a unit count of less than 10, normally, which is quite small in my book. If you have to consider whether to build a building or a unit and not have it be a forgone conclusion, then that's a good thing.
You'll be waiting a long time to get that money. Workshop only has 2 GPT maintenance, so you're looking at 45 Standard Speed turns to upgrade a Warrior to a Swordsman. That's half the number of Epic Speed turns where a Workshop becomes pure profit, and there's only so many Workboats you can build.
That strategy is founded on building and purchasing particular buildings. It dies without those buildings, no question. In fact, the common perception seems to be that the Colosseum is too strong, if anything. I doubt that the key problem is building cost to begin with - there are many factors that make that game approach strong. It's a long shot to be blaming it on building costs.
Moreover, without large cities and lots of infrastructure concentration, the Workshop loses significance. Doesn't mean it's worthless - just not worth it for particular types of cities. Nothing wrong with that.
Bandobras Took
The gold income is balanced around having cities with lots of infrastructure. This is one reason for why ICS is strong - it relies on many cities with less infrastructures, and thus, less maintenance.
If we remove maintenance, the gold income needs to be recalculated and rebalanced to account for the change.
I believe that you are balancing the game from the assumption that we are playing an ICS game. I do no believe that this is a wise point from which to design the game. We want the game to be more than just ICS.
If you do not Trade Post spam, hammers are more plentiful, and gold less so. Makes sense, no?
I really think you and DaveGold need to play a game wherein you made a conscious effort to make more buildings and to optimize their usages regardless of your current opinions on them. It'd help to establish some baselines, so I know I'm not talking to people who have no idea what I mean.
I've played an ICS game, so I'm perfectly aware of where you are both drawing your conclusions from.
DaveGold said:I never said it 'wasn't worth building when there's nothing else to build'. That's entirely your suggestion and although I wouldn't particularly disagree with it I'm certainly not going to argue it. I stated that time taken to build a workshop means that it is a marginal building in its era and only becomes strong in later eras. The implication is that you should build settlers, workers, work boats, or military units that are strong in that era and frequently provide immediate value.
Remember that buildings are a means to an end. They don't win you the game. They indirectly help you get things that do win the game such as military units from advanced technology. If you spend all your time building buildings you could often cut that stage down instead and win a game more directly. We could argue this out further but we patently disagree and there isn't much point. We've both stated our case already.
True. I don't think you've made a case here that military units are sufficiently powerful that you should build them rather than building a Workshop. In fact, from my time in the forums it seems that the common practice is to have a unit count of less than 10, normally, which is quite small in my book. If you have to consider whether to build a building or a unit and not have it be a forgone conclusion, then that's a good thing.
DaveGold said:I'd look to build the market, then the university, use the spare hammers for a work boat or something else, and spend the extra money to upgrade a unit. If you've got another long building programme lined up for the city then the workshop will be better but we're then talking about a quite specialized infrastructure city for its era.
You'll be waiting a long time to get that money. Workshop only has 2 GPT maintenance, so you're looking at 45 Standard Speed turns to upgrade a Warrior to a Swordsman. That's half the number of Epic Speed turns where a Workshop becomes pure profit, and there's only so many Workboats you can build.
DaveGold said:They're afraid of exactly the opposite of what has happened. They are afraid that the buildings will be too strong and will always be used as the only viable strategy. They've instead made the buildings too weak and most are omitted from what many people perceive as the clear strongest strategy. When one strategy dominates in such a fashion the game is partially broken since players don't want to replay the game under the same strategy every game. This is why there are so many threads on these boards illustrating the success of proliferating cities with trading posts (but no workshops).
The worst part is that end game buildings should potentially be game winners. The games do need to end somehow.
That strategy is founded on building and purchasing particular buildings. It dies without those buildings, no question. In fact, the common perception seems to be that the Colosseum is too strong, if anything. I doubt that the key problem is building cost to begin with - there are many factors that make that game approach strong. It's a long shot to be blaming it on building costs.
Moreover, without large cities and lots of infrastructure concentration, the Workshop loses significance. Doesn't mean it's worthless - just not worth it for particular types of cities. Nothing wrong with that.
Bandobras Took
Bandobras Took said:Why would gold need to be reconsidered? If you remove the ability to rushbuy and the need to pay for buildings, then gold can still be spent among several areas: troops, tile buy, city-states, diplomacy, etc. Gold remains an effective means of getting things done.
The gold income is balanced around having cities with lots of infrastructure. This is one reason for why ICS is strong - it relies on many cities with less infrastructures, and thus, less maintenance.
If we remove maintenance, the gold income needs to be recalculated and rebalanced to account for the change.
Bandobras Took said:The real question I was asking is whether we'd see building spam in all cities. In my opinion, we would not see building spam; Civ 5 already handles this problem elegantly through production costs.
Gold Maintenance on buildings is redundant because the hammer investment when hammers are so scarce (even in the best of production cities) is sufficient to make you seriously consider whether buildings are worth it.
Building rushbuy undercuts what is already an elegant solution because gold is so plentifully available compared to hammers.
I believe that you are balancing the game from the assumption that we are playing an ICS game. I do no believe that this is a wise point from which to design the game. We want the game to be more than just ICS.
If you do not Trade Post spam, hammers are more plentiful, and gold less so. Makes sense, no?
I really think you and DaveGold need to play a game wherein you made a conscious effort to make more buildings and to optimize their usages regardless of your current opinions on them. It'd help to establish some baselines, so I know I'm not talking to people who have no idea what I mean.
I've played an ICS game, so I'm perfectly aware of where you are both drawing your conclusions from.