Thunderbrd
C2C War Dog
Some upgrades on those could play well into providing free promos or added experience to some of DH's new unit categories like Storytellers, Diplomats and Lawyers.
Please refer to Hydro's arguments on this matter in the Great Building Cost Discussion thread. I felt they were somewhat compelling but I'd like to see if you can summon an argument that directly addresses his points. (The first post in the thread summarizes all the discussion on the topic that was taking place in the SVN thread and his comments on that were there.)School of Scribes could use the Seminary ( a Religion Civic bldg for one) maybe available at Theology, just off the top of my pointy head.Maybe Library too, or Monasteries where writings were stored and reviewed/copied on a regular basis. I'm sure there are others that could apply.
But this still does not address the Upfront cost of any of this. The Upfront cost should be lower in all cases. Then as beakers are added by New techs/Civic development the Gold cost could increase too.
Math Academy has the foundation already built in to do this. Reduce the Upfront Gold cost to a 2 gold to 3 beaker ratio and as you add the 2 beaker from each upgrade the cost increases by 1 gold. It has 4 or 5 upgrades, so that 10 beaker final goal at the end would cost 6 or 7 gold. And the cost is backloaded as the game allows for more Gold to be made. (Might even address some of the medieval Gold surge that ls612 is complaining about) Same set up could be developed for SoS and Lib. And Libraries could have a direct effect on University too.
And a side effect would be less Global Gold maint. scaling that is too prevalent IMO now. All these Maint Modifiers really do is make the game too convoluted and too easy to break but much harder to fix. But that's another topic for another time.
JosEPh
So add the increased maintenance as those upgrades happen, not in its initial state.The math academy gets better as you get new techs (for instance, Algebra) so by the end of the Medieval Era you get 10 science for 5 gold.
So add the increased maintenance as those upgrades happen, not in its initial state.
So add the increased maintenance as those upgrades happen, not in its initial state.
Smokehouse should replace drying frame and other buildings revelated by drying tech.
It also should produce same dry resources as that building has.
Think if human have fire/smoke to dry meat noone use sun to dry food anymore
If you have lots of sun, you still use it for drying stuff. I am fairly sure we still dry fruit using the sun here in Australia.
@hydro
After considering Dried meat and dried fish should update to smokehouse.
Goal is to replace prehistoric buildings with more advanced versions.
Drifting wood gatherer should update to lumber camp. No-one search wood in water when he have axe and forest.
@hydro
After considering Dried meat and dried fish should update to smokehouse.
Goal is to replace prehistoric buildings with more advanced versions.
Drifting wood gatherer should update to lumber camp. No-one search wood in water when he have axe and forest.
True consolidation into upgrade paths in buildings could really help us take the building selection volume down while keeping the diversity up.
So now it is impossible to produce few resources from one building depending on available technology and other resources.
Like in your example dried food maker can't produce dried meat and dried fish at one time?
If yes than it should be fixed. That will save us a lot of work and players confusion.
From a mechanic side you could split the building into a base building and several auto built "addon" buildings.Its not impossible to produce more than one resource from a building. For instance the Apiary gives both Honey and Wax. However its impossible to have a requirement know which to give. For instance if the Dried Food Maker required Raw Fish OR Raw Meat OR Fruit and then gave Dried Fish, Dried Meat and Dry Fruit, you could not have it give only Dried Fish when you had Raw Fish. It would give you all 3 not matter which requirement you gave it. Which is wrong to get say Dried Fruit from Raw Fish.
But this kind of stuff should not be new to you guys. I mean C2C was originally made with the intention to have complex building dependency webs. That means LOTS of buildings. In fact it was because Afforess took out this stuff in AND that I went and made my own mod HAND which eventually joined up with SO and DH to form C2C. If you want less more streamlined buildings go play R2R or even AND2.
From a mechanic side you could split the building into a base building and several auto built "addon" buildings.