What level do you play on?
I am running a test game on my LEM scenario (looking for map errors) and at the start of the Industrial era, I get 34K per turn with 1.5 million in the bank on Noble, Marathon speed. Next I will try Prince, Snail after some map updates.
Yeah, Deity may have something to do with it. And I'm still early in the game. I cannot account for later gold balance issues but it MAY be civics that would have the greatest sway there if that's such a big issue later. Quite possible that we're putting a little to much ump into financial benefits from more advanced civics.
So am I in my Test game on Emperor and Normal game speed even with Rwn's Dangerous Animals contributions. Careful balancing to keep a few K in the treasury cause upgrading units Is Expensive along with keeping research slider around 70%. I actually find myself looking down the Tech tree for techs that allow new or updated versions of gold producing buildings. And Civic choices that cut maint. costs, even if they are earlier civics that have other malus than gold.
Isn't this what is wanted though?
Edit: @Harrier,
Still in late classical, with Med Era on the horizon.
JosEPh
Yeah, I'm not saying it's terribly off. It's actually pretty good imo. But making it worse, at least for what I've seen so far, seems wrong as its on the tough side of perfect.
I manage to usually keep my research at 100%. The thing is, I usually am doing this by having caught up on my builds and am building wealth to do it. Take off building wealth and reduce research to 0% and I'm still in the negative gold loss. Which is really telling me that there's too much emphasis on gold and not enough on commerce. I think THAT could strike a better balance imo.
Commerce should be any kind of state income that could just as easily translate directly into research, espionage or cultural benefits. It's really hard for the mind to sort out the difference properly and when you think you have you find something in the grey zone between gold and commerce that once you've determined where it falls corrupts the rest of the outlook on it for the rest of those modding choices to come. It's almost impossible to draw a strong definition between the two. But I do think it would be worthwhile to take some time, as a community, to have a deeper discussion on that and FIND a better definition of what is gold vs what is commerce than what we currently have. Even if it takes evaluating every source one at a time until an objective definition actually emerges.
The main point with those buildings is that they should represent the reality that you would not have one in every city. Personally I would prefer that they had implemented it that you could always build 1 but need 3 (or more) of the lower to build each higher.
The first buildings are often 'huts' and so on. Perhaps the next generation of those buildings, like 'shops/workshops' etc (and if there's only ever shops/workshops then it would apply) could well work in this manner.
I think we need to think about the actual way those sorts of businesses operated by era. Yes, now you have globalization and very little of what you consume is made directly in your community. But that wasn't the case early on.
All I'm saying is I kinda like your concept but it should be researched by industry, not just game theoried. It may not be best that one method fits all.
If we did it that way, we could cut out most of the manufactured resources entirely. You don't need them to trade, as everyone has loads, the AI tries to spam you with them when trading (offering Gold Wares for Elephant?) and if you can make limits by buildings anywhere in your empire, that's much more sensible than all those resources which apparently exist only to prop up the building chains.
I kinda agree... I kinda don't. I get the trade issue problem though I suspect there should be better ways to address it. The manufactured goods are a great setup for massive corporation improvements though. And many would play an excellent role in backing the equipment system if that ever gets off the ground properly.
But you also have a lot of valid points in that most of them are going to be accessed by all and national building effects could replace some of the need - with no less heavy 'free buildings everywhere' methods. Still... free buildings aren't tradeable.
And usually there's not a point in trading something to a nation that can't make it itself as doing so would rarely give the receiving nation an option it doesn't need to wait for the tech that unlocks the manufacturing building that produces it anyhow.
However, if that WERE given more strategic value then the AI's trades might be more reasonable. Consider if nearly all manufactured goods opened up their own building that DOESN'T HAVE a tech prereq and was thus something any nation provided the resource could benefit from!