Seek
Deity
- Joined
- Aug 7, 2010
- Messages
- 3,773
[By units in the open, I didn't just mean open terrain, I meant units, as opposed to cities. Arty needs a ranged attack nerf. It should be a support weapon, not for blowing away infantry units.
That's what I assumed. Also assumed was that your 2 "options" were in reference to cats and trebs only. Correct me if I'm wrong.
I think what Tomice was saying is that you have to think carefully about whether +hammers per pop is a good idea at all before thinking about which building should get it.
In terms of which building, I think the factory makes far more sense, both from a thematic point of view and a coding point of view (its probably easy to code +hammer per population, its probably harder and more confusing to the user to code +hammer per population-while-constructing-buildings).
But I think Tomice's core point is; most yield boosters are designed to encourage specialization. Gold cities have lots of gold, rivers, and trading posts.
Science cities have lots of food and population.
Production cities have lots of hammers, and use lots of hill and forest and plains tiles.
I think his point is; do we really want a city with large population via lots of food to still have large production? Because doing so reduces the value of mine yiles and boosts food and population supporting things (including Tradition tree, Maritime city states, granary, etc.). And these balance mods already massively boost city growth relative to vanilla, through food boosts (slaughterhouse, harbor, fresh-water-farms) and through growth boosts (aqueduct).
I think a Factory might be late-enough to do this, and a good way of representing industrialization.
But is it fixing a problem that doesn't really exist? The factory seems pretty well balanced as is.
Yes, it seems we've gotten a little OT here. I get excited when dynamic buildings are proposed

Now back to business, should the per pop bonus go to the Iron Works?

j/k