Aurelesk
King
- Joined
- Oct 26, 2017
- Messages
- 623
I tend to favor making a City completely urban, with a coastal fishing town supporting it. There are "obsolete" buildings that I really don't want to remove. These are the buildings that give Influence: Monuments and Villas (Antiquity), and Guildhalls and Dungeons (Exploration). I build them together on the same tile. I am neither trying to optimize adjacency bonuses, nor to place specialists there. Their yields even improve with the following eras. In the modern era, they give 3 Influence each making a total 12 Influence per City. This is not negligible.
I should add the Altar/Temple duo to the list which includes Monument/Villa and Guildhall/Dungeon. Particularly because they are purchasable in the Towns. Buildings that give Gold and Happiness have no maintenance in their yields. An Altar/Temple duo would give +6 Happiness for -5 Gold. It's an acceptable deal, especially if it allows Celebrations and new policy slots to show up more frequently. The Inn is also an interesting building to keep, becoming 3 Food, 3 Happiness for -3 Gold.
I played without really connecting my brain. I need to identify if certain buildings are worth saving. I'm ashamed to say that I don't know if resource Capacity are preserved between eras. It would make the Market or Lighthouse more interesting for the modern era. The question arises as to which buildings should be preserved, and if there is a need for overbuild, which ones should disappear first.
As Specialists give Culture and Science, I wonder if it is not paradoxically one the most profitable to overbuild the cultural and scientific buildings first (alongside Food buildings if the City has enough). Therefore: prioritize Production and Happiness first.
For Ageless buildings, I avoid building them in cities. Aside from those that affect Fishing Boats if the city is coastal (Fishing Quay / Grocer, Grocer being very good for no reason). There will be no more Farms, Woodcutters or Clay Pits, and marginally Mines, Quarries, Pastures and Plantations. I don't think I understand warehouse bonuses. If I understood correctly, a warehouse building gives as much Food / Production as it gives to the tiles. I must be wrong but... this secondary effect is not Ageless? A Granary in the modern era is no longer a warehouse building?
I should add the Altar/Temple duo to the list which includes Monument/Villa and Guildhall/Dungeon. Particularly because they are purchasable in the Towns. Buildings that give Gold and Happiness have no maintenance in their yields. An Altar/Temple duo would give +6 Happiness for -5 Gold. It's an acceptable deal, especially if it allows Celebrations and new policy slots to show up more frequently. The Inn is also an interesting building to keep, becoming 3 Food, 3 Happiness for -3 Gold.
I played without really connecting my brain. I need to identify if certain buildings are worth saving. I'm ashamed to say that I don't know if resource Capacity are preserved between eras. It would make the Market or Lighthouse more interesting for the modern era. The question arises as to which buildings should be preserved, and if there is a need for overbuild, which ones should disappear first.
As Specialists give Culture and Science, I wonder if it is not paradoxically one the most profitable to overbuild the cultural and scientific buildings first (alongside Food buildings if the City has enough). Therefore: prioritize Production and Happiness first.
For Ageless buildings, I avoid building them in cities. Aside from those that affect Fishing Boats if the city is coastal (Fishing Quay / Grocer, Grocer being very good for no reason). There will be no more Farms, Woodcutters or Clay Pits, and marginally Mines, Quarries, Pastures and Plantations. I don't think I understand warehouse bonuses. If I understood correctly, a warehouse building gives as much Food / Production as it gives to the tiles. I must be wrong but... this secondary effect is not Ageless? A Granary in the modern era is no longer a warehouse building?