C2C - Buildings Discussion

University gives +1:food: with Biology? Hmm..

I was a participant of that discussion with Afforess. Universities especially so here in the US are a Major testing and research centers for Crop and Plant studies. And their results are translated directly to increased farm production outputs.

They have a sound and factual basis for adding +1 :food: to the game.

JosEPh :)
 
I was a participant of that discussion with Afforess. Universities especially so here in the US are a Major testing and research centers for Crop and Plant studies. And their results are translated directly to increased farm production outputs.

They have a sound and factual basis for adding +1 :food: to the game.

JosEPh :)

I think that would translate into +:science: which leads towards new tech which enhances food production. +:food: at the university seems more like the University itself is growing crops. imho
 
I think that would translate into +:science: which leads towards new tech which enhances food production. +:food: at the university seems more like the University itself is growing crops. imho

I agree. Or increasing :food: with food buildings.
 
Could have buildings like 'experimental crop center' or somthing that REQUIRE a univeristy to be present?

Which would produce food.

Michigan State University nearby does alot of experimention with growing crops, and utilizing crop related technology, so, technically they do produce food..
 
Which would produce food.

Michigan State University nearby does alot of experimention with growing crops, and utilizing crop related technology, so, technically they do produce food..

Yes exactly, that's what I meant
 
@Eldrin
Western Illinois has Food plots near my house. They grow and harvest different food stuffs every year and sell the produce from it. Some of the seed plants (corn and soybeans for ex.) are sold to Companies like Pioneer, ADM, etc., as New strains for the farmers to use next year. So the Uni actually does produce food.

As I stated this subject was heavily debated when Afforess implemented it. But if you all want to reinvent the wheel go for it. The premise behind it still has possibilities as others have posted.

JosEPh :)
 
@Eldrin
Western Illinois has Food plots near my house. They grow and harvest different food stuffs every year and sell the produce from it. Some of the seed plants (corn and soybeans for ex.) are sold to Companies like Pioneer, ADM, etc., as New strains for the farmers to use next year. So the Uni actually does produce food.

As I stated this subject was heavily debated when Afforess implemented it. But if you all want to reinvent the wheel go for it. The premise behind it still has possibilities as others have posted.

JosEPh :)

I would still consider the "seed plants" in that case as a "technological" improvement that allows those other companies to produce the food in quantities large enough to matter. It is also the exception, not the rule.

Maybe something to allow for that would be optional "modules" for buildings that provided a special bonus? So you start with a University and then 3 buildings become available to be built, let's say Agricultural School, Medical School, Engineering School (just as random examples) which "add on" to the University. Only 1 of those three can be be built in a city and generate, respectively, +1 :food: +1 :health: and +1 :hammers:

So in the end the university generates the food you're talking about, but not EVERY university would, unless you specifically built that agricultural school at each.
 
I'm thinking seed research would produce a +% rather than a static +food. Why? Because it represents an improvement of method on all regional farms rather than a real SOURCE of food itself.

Just my 2 cents in a discussion I don't feel is too terribly critical either way.
 
The Steel Mill is still not worth building. The production increase is zero compared to the Forge with it replaces, before electric power it even reduces production in the city. It is also very expensive to build.

The Solar Mirror Array Power Plant comes much too early, it is available as soon as you discover Electricity. Strange that you are able to build it, while Riflemen and Cavalry are the most modern units...
 
Playtesting is proving that we have a bit of an issue with -:hammers: assigning buildings, particularly where such buildings may be freely granted to the whole empire such as we currently have with colosseums.

When we allow this, it means that newly founded cities in difficult regions (like permafrost and ice) end up with a negative amount of production out the gate. There is only one visible solution for that city to work its way out of the problem and that's to assign slaves to it. Even merchant types can't save such a city locked in that problem because at a negative production, the building shows as only having 1 rnd before its built (but never gets built) and as a result the merchant can't hurry production.

Its a rare problem but a crippling one, especially on maps where it seems half the map is useless ice and permafrost.
 
Why does the building of farm scrapers depend on each other (you can only built no. 2 if you have built no. 1). You can´t put all of them on a building list and so it increases micromanagement.

I also don´t see a real life reason for this, they have all the same features, so no problem when you build no. 3 before no. 1...
 
Is it normal for Steel mill to give a -x :hammers: when you build it? It says you get +15% :hammers:. Same thing happens for Assembly Plant/Factory. :confused:

Is there a fix for this that could be put in the Patch thread? For us/me weaklings who can't do SVN?

JosEPh :)
 
Is it normal for Steel mill to give a -x :hammers: when you build it? It says you get +15% :hammers:. Same thing happens for Assembly Plant/Factory. :confused:

Is there a fix for this that could be put in the Patch thread? For us/me weaklings who can't do SVN?

JosEPh :)
The Steel Mill thing is also not in the SVN (yet), I have mentioned it twice so far. The reason is that it replaces the forge which has +25% :hammers:. I still think that the Steel Mill is way too weak for its high costs to build.
 
Agreed.

The buildings "Used to be" additive (Forge 25% + Steel Mill 15% + Manufacturing Plant (forgot %) + etc.).

Now that they are "Replaced", the cumulative progression is broken. This needs to be Revisited/Reworked by the Modders. Production Is supposed to get better as you advance thru the eras not get weaker.

JosEPh
 
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