strijder20
Wallowing in irony
Well, I hate to be a spoilsport, but Central Planning can already be the best civic in the game, and it just got a lot better.
About historical city placement, I suggest that tiles with fully grown towns receive a sign naming them as if they were a city. This way we could cut down on bunching cities closely together while still representing important historical cities.
That would really clutter the map to the point of being annoying.The geography nut inside me loves this idea a lot.
The new guilds effect is nice, but we still need to buff Mercantalism to keep guilds from being always preferred. Maybe double production speed for Banks & Lighthouses to boost local commerce?
Imp. Knoedel said:Btw here's an unorthodox idea: Have Mercantilism make trade routes provide food and/or hammers along with commerce. Never again will it be called underpowered, I guarantee it.
Well, maybe not so much. You lose the extra workshop hammer and it's actually high upkeep, not medium. But having double production speed for forge, market, and grocer is a real game changer.
I agree, Markets & Grocers can often be a bit of a sink to build, and a Forge is a pretty critical improvement for any city, so I'd say the Guilds change more than makes up for the losses.
I almost never use Workshops anyway, unless I'm France or Prussia.
[headache intensifies]Well, I hate to be a spoilsport, but Central Planning can already be the best civic in the game, and it just got a lot better.
Okay, I understand the frustration with the vassal system. This is definitely worth a larger ticket in my opinion, I'll get to it right after my next planned thing.While we're at it, do away with the 'oh, you have an X amount of vassals, now we'll never ever become your vassal' thingy. It annoys me that it is literally impossible to vassalise every civilisation (well, unless you exterminate most of them...).
Okay, fair enough, I'll think about it some more. Thanks for reminding me about the construction time in any case.:heavybreathing:
As much needed as that fix was, it still doesn't adress balance in the High Middle Ages.
With this new commit late Medieval improvement yields now look like this:
Farm: 1F1C
Lumbermill: 2H
Workshop: -1F2H
Watermill: 1H
The Lumbermill is twice as good as the Watermill, though I'll let that slide since at least it finally addresses the problem of chopping everything ASAP being the optimal strategy always and everywhere.
Still, getting back to my thought experiment of improving a given pair of tiles while staying food neutral:
Farm + Workshop: 2H1C
2 Watermills: 2H
This problem hasn't been solved. Granted, the difference isn't quite as big as it used to be, but Watermills still give a worse yield while taking longer to build. It was exactly for this reason, the late Medieval improvement balance, that I would have preferred if you had restored the Watermill's second commerce with something like Engineering rather than Electricity again.
One could of course make the point that Agrarianism is supposed to make Farms overpowered, but even without it Watermills would still be slightly worse because of the longer build time, and Watermills were used fairly often in Medieval Europe and I think the game should represent that.
Well, I hate to be a spoilsport, but Central Planning can already be the best civic in the game, and it just got a lot better.
That would really clutter the map to the point of being annoying.
[headache intensifies]
Central Planning could lose one commerce on watermills so they're not OP?
The idea behind the new Guilds effect is that it should become useless once your infrastructure is up. I also thought the workshop production is the more valuable of the two previous effects?
What about swapping gold from specialists and +1 commerce from workshops between the civics?
Okay, fair enough, I'll think about it some more. Thanks for reminding me about the construction time in any case.
That's still a lot of work for Leoreth though. A modmod(mod, I suppose) would be useful for this.You can just remove them manually if they annoy you, or maybe make this feature optional
Also, looking at our world, shouldn't Towns clearly be, by far, the best improvement in the late game, up to the point that it gives better yields than any other possible combination of improvement, technology, and civic?
Haha.You know, whenever I see you quoting a bunch of posts at once like this I always think your answer to all of them is gonna be something like "Shut up you idiots, all of those ideas are stupid and you should feel stupid for wasting my time with them!"![]()
I don't think any of those buildings are included in that.Don't later cities start with those buildings for free after Astronomy anyway?
But that would more likely reduce meaningful decisions in the long term. Once your tiles are improved, there is little to do but to build the most expensive improvements.Yeah, of course an alternative solution would be to cut down on the construction time, but personally I'd really prefer if there were some improvements that take quite a bit longer to build but are stronger to make up for it, 'caus meaningful decisions and stuff.
Must have missed it, but that seems really harsh.Btw have you thought about my suggestion of making cottages consume workers upon completion?
But that would more likely reduce meaningful decisions in the long term. Once your tiles are improved, there is little to do but to build the most expensive improvements.
Must have missed it, but that seems really harsh.
By whom?- AI will ignore the value of wonders in techs if they cannot be built
What about swapping gold from specialists and +1 commerce from workshops between the civics?
That maybe because the Independents hadn't acquired Feudalism yet, thus the Archers. On collapse, the city is traded to Indie/Barbs and a few defenders are generated, and the unit type depends on the corresponding technology those civs have.