There has been a little bit of discussion about Trading Posts in Greg2k's writeup on improvements, but I thought we could use a thread specifically dedicated to the positives and negatives on the change to the gold producing improvement.
In Civilization 5 the gold producing improvement is called the Trading Post. Once built it produces extra gold on the tile that it has improved.
In Civilization 4 the gold producing improvement is called the Cottage. Once built it produces slightly extra gold on the tile it has improved. Once worked, the tile will further improve, up to four extra gold.
I'm a big fan of this change. I like that once improvements are built, they become useful immediately, and operate at their full strength. I like that it allows me to cleanly decide whether or not I should destroy that improvement.
In Civilization 4, I would never destroy a well developed Cottage, even if I did feel that I could get some benefit from having a workshop or windmill in it's place, as the major time investment that I've put into having that cottage grown to full capacity outweighs any other bonus I might receive. It takes so much time to get it there, I don't want to throw that away.
With the new Trading Post, I can build it, but when it comes time to tear it down and build a new improvement in it's place, all I've lost was the initial build time that the worker took to build the improvement, which is a pittance in comparison to how long it took a cottage to fully upgrade in Civilization 4.
In the end, I feel it encourages a more mailable kind of play, and allows people to shift their strategies, and tile improvements, much more cleanly then ever before.
Also, having a fully upgraded cottage pillaged was horrible. Any other improvement could get pillaged and I'd find it quite reasonable, but losing a fully upgraded cottage was just horrendous, and it would take me so long to recover that cities potential, no matter how many workers I had. I could easily rebuild the cottage improvement but it would take an amazing amount of time to get the city fully functional.
I really enjoy the change.
Discuss!
In Civilization 5 the gold producing improvement is called the Trading Post. Once built it produces extra gold on the tile that it has improved.
In Civilization 4 the gold producing improvement is called the Cottage. Once built it produces slightly extra gold on the tile it has improved. Once worked, the tile will further improve, up to four extra gold.
I'm a big fan of this change. I like that once improvements are built, they become useful immediately, and operate at their full strength. I like that it allows me to cleanly decide whether or not I should destroy that improvement.
In Civilization 4, I would never destroy a well developed Cottage, even if I did feel that I could get some benefit from having a workshop or windmill in it's place, as the major time investment that I've put into having that cottage grown to full capacity outweighs any other bonus I might receive. It takes so much time to get it there, I don't want to throw that away.
With the new Trading Post, I can build it, but when it comes time to tear it down and build a new improvement in it's place, all I've lost was the initial build time that the worker took to build the improvement, which is a pittance in comparison to how long it took a cottage to fully upgrade in Civilization 4.
In the end, I feel it encourages a more mailable kind of play, and allows people to shift their strategies, and tile improvements, much more cleanly then ever before.
Also, having a fully upgraded cottage pillaged was horrible. Any other improvement could get pillaged and I'd find it quite reasonable, but losing a fully upgraded cottage was just horrendous, and it would take me so long to recover that cities potential, no matter how many workers I had. I could easily rebuild the cottage improvement but it would take an amazing amount of time to get the city fully functional.
I really enjoy the change.
Discuss!