Civ Discussion - Carthage

The issue I have with buffing warehouse buildings is that warehouse buildings are already must-have. Low cost, don't trigger or get affected by the scaling, get buffed by expansionist attribute, get buffed by all types of city-states. They got two massive bumps in 1.2.5 - by making them relatively cheaper (as everything else got more expensive but they didn't) and by removing all other city-state options that were more powerful than yields on warehouse buildings. There isn't a scenario where getting them is not worth it, so giving them more yields would just be a further yield bloat.

I think they just need to make current production cost the norm at around 5 cities, and make building faster if you have fewer cities.

I'm very curious to see how the new coastal resources with warehouse bonuses play out. They say for instance turtles: +1 culture on all warehouse buildings and crabs: +1 food on all warehouse buildings. It does not say "in this settlement". I haven't had a chance to work one myself yet and test, but those are fantastic bonuses if they're empire-wide.
 
I'm very curious to see how the new coastal resources with warehouse bonuses play out. They say for instance turtles: +1 culture on all warehouse buildings and crabs: +1 food on all warehouse buildings. It does not say "in this settlement". I haven't had a chance to work one myself yet and test, but those are fantastic bonuses if they're empire-wide.
They are applying to the settlement where you slot them, and they're still ridiculously powerful. Harbor, Fishing Quay, Granary, Saw Pit and Brickyard means 5 10 culture per Turtle, 5 10 food per Crab in antiquity.
 
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They are applying to the settlement where you slot them, and they're still ridiculously powerful. Harbor, Fishing Quay, Granary, Saw Pit and Brickyard means 10 culture per Turtle, 10 food per Crab in antiquity.
5 and 5 in Antiquity
 
Clay is one of my preferred resources in antiquity, so I'm excited to try a new game with more options like that. Especially ones that can work in towns (I don't like slotting production bonuses in towns since the conversion to gold feels underwhelming).

I do think a little more variety in town specializations might be neat. Like say if a mining town instead of getting +x on mines and quarries and having it all shift to gold, if they instead sent like 50% of their production to connected cities (or maybe they only send 50% of the food instead of 100%). Or you just give a flat 5% or 10% to building construction for each connected mining town.
 
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