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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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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