can't build stoneworks in the city that has mausoleum of halicarnassus

Beliefs in this game are very weirdly distributed, and makes for unbalanced starts. How come wine and incense get so much goodies, and dyes and cotton get no love for anything, for example? If you get wine and incense you get monastery and the pantheon. If you get cotton and dye all you can hope for is oral tradition.

Is there a reason all luxuries have to be equal? All civs clearly aren't equal, and this is by design. It is okay to have some starts that are clearly way better than others.
 
Cotton and Dye are real bad, that's why they need a Textile Mill to make them better for players who would choose to build it.

Don't know how to spruce up Incense but it'd prolly be something religious.
 
Cotton and Dye are real bad, that's why they need a Textile Mill to make them better for players who would choose to build it.

Don't know how to spruce up Incense but it'd prolly be something religious.

Isn't incense part of one of the patheons?
 
I think the restriction is fair. Just like Harbor should only be built by city next to water tile. Windmill should only be built on non-Hill tiles
A harbor without water would not be a harbor. It would just be ground. Water is part of what defines a harbor. :p

What windmills require is wind, and sometimes hills are the windiest places around.

It's all balance.
I will accept that, although it seems arbitrary.
 
Cotton and Dye are real bad, that's why they need a Textile Mill to make them better for players who would choose to build it.

Don't know how to spruce up Incense but it'd prolly be something religious.

Worse than Furs, Truffles, Citrus? Whales? Not being good isn't the same as being bad. They don't need anything, just because Wine and Incense get something. Some luxes are better than others and that's okay. There is always Oral Tradition.
 
Worse than Furs, Truffles, Citrus? Whales? Not being good isn't the same as being bad. They don't need anything, just because Wine and Incense get something. Some luxes are better than others and that's okay. There is always Oral Tradition.

The difference between 3 wine and 3 cotton can be 6 total of faith and 3 of culture per turn, which is a lot. It's not like cotton (or many other luxes) have anything else that gives them bonus either.
 
And always remember: Beneath jungle there is always plains!

Unless you are using a "hand-made" map. For whatever reason, Worldbuilder only alows you to place Jungle on Grassland tiles.
 
This explains why the Netherlands is famous for windmills, even though its a mostly flat country.
Whether a terrain is windy or not depends on many features. Flat lands near the ocean are often prime because there is little to block the wind at sea, and wind can build speed.

Similarly, flat lands which lack large forests make good locations for windmills, because there is little to block and absorb the wind. This is why the Great Plains of North America are desirable locations for wind turbines to generate electricity.

Certainly, flat lands can be very desirable locations for windmills. However, sometimes hills are the windiest locations, which is what I wrote. The prohibition on windmills on hills is arbitrary. I suspect the devs put it in to balance the advantages that hill cities otherwise have.
 
The difference between 3 wine and 3 cotton can be 6 total of faith and 3 of culture per turn, which is a lot. It's not like cotton (or many other luxes) have anything else that gives them bonus either.

Yes, that is a lot; my point is that it's okay for some luxes to be better than others, just as some civs are better than others. If you want to buff cotton and dyes with a textile mill or what have you, why stop there?
 
In that case, having a production building or hammer pantheon for calendar resources (like textile mill for cotton/silk) would be very helpful, as I :cry: when I get a start with calendar resources as opposed to mining or marble resources. Even the fish give you a hammer with lighthouses. With ivory and camp luxes you can get the +1 food for camps pantheon to increase tile yield.

A Textile Mill would be nice. Could have been a good English unique building to replace the Windmill or something. Could work with Cotton, Silk, and Dyes.
 
IMO, sea based resources are the best. Yes, it sucks that you need to go off the beaten path (Optics, but hey you get 1 extra trade route) so that you can get the workboats and take up 2-7 turns to build and can only be used once.....but when you put WB on them, you get +1 food, Lighthouse =+1 food and production, Seaport= +1 production, gold, and then the key techs that give them more food and production and gold you get quite possibly the best worked tile in the game! Its a shame that they have such a bad rap, but a 5 whale city gives you more production and food then a 5 salt city (unless your on a river with Hydroplant maybe) and with the pantheon faith that gives you +1 production per sea resources, you end up with a very powerful resource tile early, mid and late game....my 2 cents
 
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