Feedback: Buildings and Wonders

I'm still concerned that the city maintenance reduction buildings (Courthouse & Constabulary) are both fairly close together and somewhat late. Unless the intention is to encourage having a smaller empire until the late Medieval / Renaissance eras? (With Colonists and corporations both coming into play at around that time, there's already quite a bit of incentive to start aggressively expanding then.)
 
I'm still concerned that the city maintenance reduction buildings (Courthouse & Constabulary) are both fairly close together and somewhat late. Unless the intention is to encourage having a smaller empire until the late Medieval / Renaissance eras? (With Colonists and corporations both coming into play at around that time, there's already quite a bit of incentive to start aggressively expanding then.)

The Seasonal Palace is meant to be the primary method to reduce maintenance until Courthouses become available. Remember that it requires Castles now, not Courthouses. There's also a bit more wealth and commerce available in the earlier eras now (e.g the Mint), and the Proclamation civic will help a bit too. Ultimately though, it's better for balance over the length of the game if empires don't get too wide too early.
 
Building the Seasonal Palace in one of your early cities (like the AI tends to) doesn't accomplish much, as they're usually pretty close to your capital already. I generally find it more effective to wait until I've conquered a distant opponent (sometimes on another continent) and build it there, often not until the Industrial era.
 
Bug report: Colosseum apparently not working. Just rushed it with a GE, quite sure I should be able to build an Assyrian and a Khmer UU but not seeing them in city menu. The city is Bizerte, just north of Carthage.
 

Attachments

  • Colosseum.rar
    1.1 MB · Views: 211
That's not how the Colosseum works, unfortunately. You train the regular unit, and it will be replaced with the appropriate UU upon completion. If more that one UU is eligible, one will be chosen randomly.

Water Well (40h / Mining): +1 food, cannot be built in coastal or river cities
It just occured to me that with this change, the Water Well should *not* be one of the free buildings in a Colonist founded city. The weakened Cemetery seems the obvious replacement.
 
Uh-oh. I'm going to be crossing my fingers every time I build an Elephant, then!

...eh, nothing wrong with having a handful of snipers, I suppose :)
 
Building the Seasonal Palace in one of your early cities (like the AI tends to) doesn't accomplish much, as they're usually pretty close to your capital already. I generally find it more effective to wait until I've conquered a distant opponent (sometimes on another continent) and build it there, often not until the Industrial era.

Fair point, but I'd argue that if the Seasonal Palace isn't accomplishing much, the empire isn't in need of maintenance reduction yet. The reductions may be too clumped around the Renaissance though, I'll have a think about it.

Bug report: Colosseum apparently not working. Just rushed it with a GE, quite sure I should be able to build an Assyrian and a Khmer UU but not seeing them in city menu. The city is Bizerte, just north of Carthage.

That's not how the Colosseum works, unfortunately. You train the regular unit, and it will be replaced with the appropriate UU upon completion. If more that one UU is eligible, one will be chosen randomly.

I had to code it that way for performance reasons. I might have a go at trying it the more intuitive way though, see how much of a hit it is.

It just occured to me that with this change, the Water Well should *not* be one of the free buildings in a Colonist founded city. The weakened Cemetery seems the obvious replacement.

I'm going to have to scrap the Colonist. My original code broke multiplayer, and subsequent versions just don't work correctly. Platyping has some made some alternative schemes such as Settler promotions. Will look into those.
 
Regarding the possibility of redesigning the Hagia Sophia, how about something along the lines of "all buildings captured intact, captured World Wonders retain culture output"? Would that even be possible?
 
In that case, how about "Halved resistance duration in captured cities, Imperialist leaders gain double research"?
 
I'm going to keep the current functionality of the Hagia Sophia. I can't fix it's interaction with civics, but I think I can fix the building prerequisite issue. Already fixed the crash. It's a powerful wonder, some limitations aren't a bad thing.
 
Many times I focus on building Wonders just because I feel advantageous the money I can get if another player finishes it first, since all the :hammers: invested will become :commerce:. It's like It will satisfy me both possibilities: if I get the Wonder or if I get the money.
I would prefer if the race to the Wonders becomes more risky: the player should try to get the Wonders only if he/she feels capable to get it first than any other rival. Maybe the solution could be to lower the ratio of the :commerce: generated by the :hammers:. So if you bet for the construction of a Wonder it will be much more disappointing if a rival get it first.

I hope my thoughts have been well expressed in english language.
 
Many times I focus on building Wonders just because I feel advantageous the money I can get if another player finishes it first, since all the :hammers: invested will become :commerce:. It's like It will satisfy me both possibilities: if I get the Wonder or if I get the money.
I would prefer if the race to the Wonders becomes more risky: the player should try to get the Wonders only if he/she feels capable to get it first than any other rival. Maybe the solution could be to lower the ratio of the :commerce: generated by the :hammers:. So if you bet for the construction of a Wonder it will be much more disappointing if a rival get it first.

I hope my thoughts have been well expressed in english language.

Understood fine, just took me a while to figure out whether such a change is possible. Turns out it is, and done easily at that. I'll set it to 50% of wasted :hammers: converting to :gold:, rather than 100% like it is now. See how that feels.
 
Uouuuu, fine!
They would be very helpful some other opinions from other players.
 
How about set it on research level for :hammers: converting to :gold: ?

Would be excessively complicated to code, not worth the hassle or the performance hit.
 
Got a question.

How do the prerequisites for some of the buildings work? I get that the Academy, Mint, and so on are national wonders that can be built for hammers like normal.

But the Armoury, Mill, Hospital, Intelligence Agency, Museum, and University are still "build by great people only?"

Also, the Museum seems a bit... less than desirable, since you have to expend a Great Artist to gain one free specialist.

Granted that a free specialist is more flexible than just parking the Great Artist in the city to churn out culture and gold. But still, building the Museum should at least be a viable competitive alternative to "just park the Great Person in a city."
 
Got a question.

How do the prerequisites for some of the buildings work? I get that the Academy, Mint, and so on are national wonders that can be built for hammers like normal.

But the Armoury, Mill, Hospital, Intelligence Agency, Museum, and University are still "build by great people only?"

Each Great Person now has a building it can construct:

  • Great Artist: Museum
  • Great Doctor: Hospital
  • Great Engineer: Mill
  • Great Merchant: Bank
  • Great Scientist: University
  • Great Spy: Intelligence Agency
  • Great Prophets: Great Temple
  • Great General: Armoury

Every other building and national wonder is constructed as usual.

Also, the Museum seems a bit... less than desirable, since you have to expend a Great Artist to gain one free specialist.

Granted that a free specialist is more flexible than just parking the Great Artist in the city to churn out culture and gold. But still, building the Museum should at least be a viable competitive alternative to "just park the Great Person in a city."

It's supposed to be adding +50% culture to the city as well. Will fix for 1.23.1.
 
I'm not certain, but I believe the tooltip pop-ups in the build queue thinks that the GP buildings are included in the National Wonder total. But the Domestic Advisor window labels it correctly.

---

What's the % chance of capturing a unique building with the Hagia Sophia in 1.23? Since building this wonder I've conquered about 6 cities without getting one (Egyptian and Roman). Does it apply to flipped or traded cities as well?

---

In my current game I was able to build both the Sistine Chapel and the Apostolic Palace. Until that moment I didn't realize that they're both, really, half world wonders when you think about it... But I suppose one could represent the artwork within. ;)
 
I'm not certain, but I believe the tooltip pop-ups in the build queue thinks that the GP buildings are included in the National Wonder total. But the Domestic Advisor window labels it correctly.

Are you able to post a screenshot of this?

What's the % chance of capturing a unique building with the Hagia Sophia in 1.23? Since building this wonder I've conquered about 6 cities without getting one (Egyptian and Roman). Does it apply to flipped or traded cities as well?

Chance is 100%, assuming the building wasn't destroyed when the city was conquered. It should also apply to flipped and traded cities.

In my current game I was able to build both the Sistine Chapel and the Apostolic Palace. Until that moment I didn't realize that they're both, really, half world wonders when you think about it... But I suppose one could represent the artwork within. ;)

Yeah, it's a bit strange.
 
Top Bottom