Windmill cost dropped to 150 (was 250). (270 in mod instead of 450).
Watermill upkeep dropped to 1, food to 1, production increased to 2
Mints effect gems (don't currently in mod) Cost reduced to 75 (was 100, 140 instead of 180 in mod).
Stadium and zoo add +1 happiness. (stadium is only 3 happiness in mod, zoo is probably fine at 3. Stadium is really expensive for 3).
Temple faith increased to 3. (probably paired with some increases to faith cost deltas?)
Drop aluminum requirement on hydro plants (watermill instead?)
Forge +1 production, +20% land units.
I haven't noticed, what has changed? The 40% food saving effect is very powerful.The current implementation of the Aqueduct (3.1.9) is extremely weak.
Aqueduct is definitely very nice. I thought the change in 1.13 GEM to 50% was unnecessary. The food bonus is just for flavor.
It's the Med Lab that looks off (costs more and adds only 25% to the existing 40%).
Mint is at +2. It's the text that says +1, but if you watch the silver/gold mine, it goes up +2 in-game (xml should still be at +2 as well).
Initial easier proposals then:
Windmill cost dropped to 150 (was 250). (270 in mod instead of 450).
Watermill upkeep dropped to 1, food to 1, production increased to 2
Mints effect gems (don't currently in mod) Cost reduced to 75 (was 100, 140 instead of 180 in mod).
Stadium and zoo add +1 happiness. (stadium is only 3 happiness in mod, zoo is probably fine at 3. Stadium is really expensive for 3).
Temple faith increased to 3. (probably paired with some increases to faith cost deltas?)
Drop aluminum requirement on hydro plants (watermill instead?)
Forge +1 production, +20% land units.
Major changes to trade routes, eliminating buildings, and any changes to spy buildings could wait. Those above could done immediately.
One more thing: the observatory shoud revert to GEM, where it was a smaller bonus but needed a mountain within 2 tiles, not 1.
Aqueduct is definitely very nice. I thought the change in 1.13 GEM to 50% was unnecessary. The food bonus is just for flavor.
It's the Med Lab that looks off (costs more and adds only 25% to the existing 40%).
This is not quite how it works. We had a long thread last year about exactly how these buildings work: the short version is that they are effectively a % multiplier on excess food.With an aqueduct you need 60% normal food to grow, while with med lab too you only need 35% of full food amount to grow.
Regarding barracks I think they shouldn't have any maintenence cost. Early warmongering is already very expensive.
Regarding barracks I think they shouldn't have any maintenence cost. Early warmongering is already very expensive.