Bandobras Took
Emperor
Bandobras Took:
In that case, I agree with Kirkkitone. A University in a large city is worth more than a library in a small one.
Including the two specialist slots?
Bandobras Took:
In that case, I agree with Kirkkitone. A University in a large city is worth more than a library in a small one.
Including the two specialist slots?
Including the two specialist slots?
Your assumption that the designers somehow have an adversarial relationship with potential players is... ...puzzling.
Your design philosophy is that every building should be beneficial to build everywhere.
I don't get the impression that building a, say, library is bad when you get Writing, or Workshop when you get Metal Casting.
Please state your own ideas instead of mis-stating mine.
DaveGold said:A workshop isn't particularly great when you get metal casting. The bonus production takes a long time to repay the initial investment in hammers. All that time you're paying maintenance and you've lost the opportunity to build something else. As soon as you do anything other than construct buildings the workshop just provides a great engineer slot for 2 gold per turn. By the time you move into the industrial era with high city production the workshop becomes much better value as it can repay its initial investment very quickly, illustrating just how badly buildings scale between eras.
City in Mediaeval era, 10 production per turn, workshop costs 2 gold each turn for about 2 production.
City in Modern era, 40 production per turn, workshop costs 2 gold each turn for about 8 production.
I mean, you did say that the designers were "afraid of putting power in the hands of the players." What the heck does that mean?
Buildings wouldn't necessarily be tacked on to the end of build queues even if they're great, but it would be nice to not have to wince every time I build a building somewhere. Civ 5 would be a lot more appealing to me if, instead of punishing you for everything you try to do, they made it a choice between viable bonuses.
It's still better than Civ 3 in that cities other than your capitol don't have to deal with corruption, but even the early buildings essentially punish you for building them, resulting in the best strategy being lots of cities with light infrastructure, a problem only compounded by:
1) The piss-poor return on most advanced buildings and special buildings; and
2) As DaveGold points out, the generally terrible scaling of buildings by era.
Bandobras Took said:Right now, every building I build usually means a tile that must be a Trade Post instead of something else. Every Scout I build will be costing me approximately the budget of an entire education system for a major city by the time the modern era rolls around.
Bandobras Took said:The main problem is, if I know that a Worshop isn't going to give me that great a result early, I'm not going to unlock Workshops early. I might do it as a sideline to some other thing like Rifling, but the assumption that you'll have nothing to build but workshops is based on the assumption that you'll bother unlocking the tech in the first place. This is around the same time you'll have access to Currency, to Engineering for Lumber Mills, and even Theology on your way to unlocking Education.
Bandobras Took said:Or let me put it another way: how badly would it unbalance the game if there were no maintenance costs for buildings whatsoever and we limited rushbuying to units? If the only limitation on buildings were need and a production cost, would every building end up in every city, or would you still find specialization -- research cities with lots of farms, cash cities to pay for the military that your production cities are pumping, etc.?
Too, you still have to back up your assertion that the Workshop isn't worth building when you have nothing else relevant to build, and a bunch of buildings you want to build further down the line. I mean, what do you build? Units? Wealth? Research?
OR, you can tech Metal Casting first, build the Workshop while teching Currency, then build the Market, then the University.
Alright. Let's talk about the stadium. I happen to agree with you that this is a very situational and specialized buildings, but how is this necessarily the developers "being afraid of putting power in the hands of the players?" Exactly what are they afraid of, here? That the players will use the in-game stadium to, er, divest the developers of Diet Coke? Empty their bank accounts? Pose physical harm to them?