gunnergoz
Cat Herder
Have there been any rumblings that core code might be made public in the near future? Or ever?
I'd like to discuss two kind of building that for me now are been changed too much
Defensive building: are walls now too much strong? With the right policies walls give 2 food, 2 production and two happiness. Is not that difficult to obtain these policies by middleages. I have said goodbye to watermills and granary for the walls. Walls are better without maintenance
Defensive buildings were recently buffed soon after someone made the opposite complaint you're making now!
Yes i know, i'm not said that it's wrong, i think they are just too strong
One possibility would be to remove the production bonus and have a Liberty policy give the happiness bonus. I don't think any tree should have 2 sets of bonuses from walls.More importantly, though, they're also mostly in Tradition, which is otherwise strong, too. I might suggest moving the walls happiness bonus to Liberty somewhere from the Tradition finisher?
Tradition now has (food and happiness), doesn't it?I don't think any tree should have 2 sets of bonuses from walls.
Tradition now has (food and happiness), doesn't it?
To be clear: my suggestion was that happiness from walls didn't fit well in Honor, not that we should have two boosts from walls in Tradition.
How about: happiness from Walls in Liberty (Liberty needs the happiness boost the most), food from walls in Tradition (as current), and happiness from Colosseums in Honor (as current).
Production from walls we then lose, and come up with another Tradition finisher that doesn't involve walls.
This seems plausible, but I would probably add the walls bonus first before changing anything else, we don't want to make it too easy to expand unchecked by happiness.[Liberty finisher] or just a simple increase of the % decrease in unhappiness (current)
I find that after I pop the social policy that gives you 4 free cultural buildings (I time it for benefit as suggested by someone in another post) I have an overwhelming surplus of happiness (like, 100). Rarely do I get some of the finishers, especially when it means picking up a social policy that yields even more happiness. Granted I'm playing on Normal difficulty. I usually expand twice and conquer my fourth, then when the anarchy phase has run its course I buy up buildings and hit that social policy. Even after creating 5 puppets I still had a surplus of happiness.
A few notes from my recent games:
1. Why do mines on Coal give +3 ? I have no real issue with the early coal reveal, but a 6 production tile that early is awfully powerful.
2. I would like to see a reversion to vanilla's 3 tile city placement scheme: I find I *never* place a city that close (do others?) but the AI Civs seem to make a habit of plopping down cities right next to mine, and it's more irritating than anything else. Perhaps they're baiting me?
3. Why the move of Stable and Circus to Trade (formerly Trapping)? Strikes me as incongruous. I suppose it's just the name of the tech more than anything - surely we can come up with something better?