Thanks for the advice Padmewan, does it apply to your own mod? Is there any point in balancing a system after one small change in a planned series of hundreds? The amount of work in change the existing production mechanism to make the game playable after any one component doubles, or possibly triples the amount of changes made. After each change I have been playing the first few turns to check for crashes, but other than that, I'd rather wait until I've made a coherent system of changes for balancing.
BTW: I'd have said cost of production rather than maintenance costs, workers will be the key to production, not bulidings - buildings only represent the maximum number of workers allowable in a particular industry. There might be a small building maintenance cost, but as you say, we don't want the AI to be paying for unused buildings - perhaps they could just disappear when not used (and get a slight refund in the resource cost of the building).
dh_epic: thanks for the encouragement, even if it is sarcastic. If this mod ever gets made, my main hope is that it influences the design of future Civ games. We want to show that a more realistic economical model doesn't have to be boring.
BTW: I'd have said cost of production rather than maintenance costs, workers will be the key to production, not bulidings - buildings only represent the maximum number of workers allowable in a particular industry. There might be a small building maintenance cost, but as you say, we don't want the AI to be paying for unused buildings - perhaps they could just disappear when not used (and get a slight refund in the resource cost of the building).
dh_epic: thanks for the encouragement, even if it is sarcastic. If this mod ever gets made, my main hope is that it influences the design of future Civ games. We want to show that a more realistic economical model doesn't have to be boring.