The First Draft
Added or adjusted bonuses are in
green.
Removed bonuses are in
red.
I've listed all resource buildings as a matter of course, whether or not any changes were made.
All other buildings are only listed if I had a suggestion to make.
Ancient Era
Kiln: -1 health,
+2 beakers,
+5% commerce with Stone (
+2 production, +1 commerce removed)
Granary: +25% food stored, +1 health from Corn/Rice/Wheat,
+1 health from Agrarianism, +1 happiness from Redistribution
Smokehouse: +25% food stored,
+1 health from Bison/Deer
Tannery: -1 health, +2 hammers, +1 happiness from Fur/Seal
Theatre: +3 culture, +2 artist slots,
+1 happiness from Dye (
+1 happiness per 10% culture rate removed)
Circus: -1 health, +2 gold, +1 happiness from Elephant/Horse,
requires Elephant or Horse [new building]
Classical Era
Harbour: +50% trade route yield, +1 health from Crab/Fish/Shellfish
Aqueduct: +2 health
from fresh water (
does not provide extra health to cities already connected to fresh water), spreads irrigation to adjacent tiles
Forge: -1 health, +25% production, +1 engineer slot, -1 health from Copper/Iron, +1 happiness from Gems/Gold/Silver
Stadium: +1 happiness,
+1 from Hit Shows, +1 happiness per 20% culture rate
Market: +25% gold, +2 merchant slots, +1 happiness from Amber/Jade, +2 happiness with Professionalism
Jail: +4 espionage,
+25% espionage, +2 spy slots, -25% war wariness
Medieval Era
Weaver:
+1 culture, +1 happiness from Cotton/Flax/Silk
Tavern:
+25% trade route yield, +1 happiness from Cocoa/
Tobacco/Wine (
+1 culture, +2 commerce removed)
Bath:
+1 culture, +25% GPP,
heals units an extra +10% damage/turn (
+2 health removed)
Grocer: +25% gold, +2 merchant slots, +1 health from Banana/Olive,
-1 health from Tobacco
Great Temple: +50% culture, +2 priest slots, +2 happy with state religion, +1 happy from Incense
Civic Square: +2 culture,
+25% GPP, +10% Great General emergence,
+5% commerce with Marble
Renaissance Era
Inn: +1 trade route, +25% trade route yield, +1 health from Tea, +1 happiness from Coffee,
requires Tavern [new building]
Customs House:
+50% foreign trade route yield,
+1 health from Salt,
+1 happiness from Spices
Sewers:
+2 health, +25% espionage,
+1 population
Observatory: +25% beakers, +1 scientist slot,
+50% spaceship production
Distillery:
-1 health, +1 happiness from Potato/Sugar, -25% war wariness
Drydock: -1 health, +4 XP for Naval Units, +50% production for Naval units,
+1 health from Whale
Industrial Era
Supermarket: +2 food, +1 health from Cattle/Pig/Sheep,
-1 health from Tobacco
Factory:
-2 health, +25% production, +50% production with power,
-1 health from Coal/Gas/Oil, +2 engineer slots,
+5% commerce with Rubber
Cinema:
+1 happiness,
+3 culture, +1 happiness from Hit Movies,
player suffers -5% war wariness
News Press:
+25% GPP, +1 happiness per 10% espionage rate, enemies suffer +10% war wariness
Industrial Park: -2 health, 1 free engineer, +2 engineer slots, -1 health from Coal/Gas/Oil,
+5% commerce with Oil
Modern Era
Broadcast Tower: +50% culture, +2 artist slots, +1 happy from Hit Singles, +1 happiness per 10% culture rate
Laboratory: -1 health, +25% beakers, +1 scientist slot,
-1 health from Tobacco,
+5% commerce with Copper
Comments
- Every resource is linked to only one building. Every building is linked to a maximum of three resources. Two new buildings, the Circus and the Inn, are introduced: not only for their connection to certain resources, but also because they fulfill a certain niche.
- The Kiln, Tannery, and Circus now have a clear function. They each produce -1 health. They also provide +2 beakers, +2 hammers, and +2 gold, respectively. Thus, they ensure that every city is at least minimally productive in the early game. Marginal cities can build all three buildings and pay the price in reduced health. More important cities might prefer to skip them, and head directly to Libraries, Forges, and Markets.
- One of the reasons Archipelago maps are somewhat imbalanced is that coastal cities can accumulate a total of +150% trade route yield from the Harbour and Customs House, while inland cities get nothing. This issue has now been fixed. The Tavern and the Inn each offer +25% trade route yield to coastal and inland cities alike. The Inn also provides an extra trade route, as I gather you cut the bonus trade route at Record Keeping. The Customs House has accordingly been reduced to +50% foreign trade route yield, and picks up a bonus from Salt and Spices to compensate. That leaves the Smokehouse with bonus health from Bison and Deer.
- There was talk earlier of balancing the increased war wariness from News Presses with decreased war wariness elsewhere. I chose Cinemas as the most logical choice: war propaganda is very effective on film. Players are thus tasked with building enough Cinemas to counter their opponents News Presses; much like Corporations, it's a new side show for the Industrial Era.
- Tobacco no longer has a passive health penalty. Rather, Tobacco produces -1 health when paired with the Grocer and Supermarket. This creates better gameplay: Tobacco fields will be wildly popular in the early eras; and later, they will be paved over with farms and towns, or their resource exported to other civilizations.
- Five commerce multipliers have been added, one each to the Kiln, the Civic Square, the Factory, the Industrial Park, and the Laboratory. In exchange, the Civic Square GPP bonus was reduced to 25%, the remainder having been transferred to the News Press; and the +50% spaceship production was moved from the Laboratory to the Observatory. The commerce multipliers are tied to strategic resources - Stone, Marble, Rubber, Oil, and Copper - that all players might have access to. Stone, Marble, and Copper were chosen because they see little use after the Ancient and Classical Eras. Rubber need a role to play and Oil was simply too important to omit.
- A few buildings have been reassigned to different eras. The Weaver moves to the Medieval Era because there are plenty of other happiness sources in the Ancient Era and even +1 culture overshadows the Monument. Similarly, the Harbour moves to the Classical Era, the Bath, Tavern, and Great Temple move to the Medieval Era, and the Customs House moves to the Renaissance Era. The Drydock, however, moves back to the Renaissance from the Industrial Era. It also picks up +1 health from Whales, as whale oil was the first commercially available animal oil.
- Some health bonuses were readjusted. The Distillery penalty was reduced to -1 health, to match the Forge and the Kiln/Tannery/Circus trio. The Granary bonus from Agrarianism was also reduced to +1 health. Baths were stripped of their health bonus entirely. Public baths were a prime vector for contagious diseases, so their effect on health was ambiguous. In its place, Baths picked up +10% damage healed/turn. Furthermore, the Factory and Industrial Park were both assigned -2 health, along with -1 health from Coal/Gas/Oil. The Sewer was set to match that, with +2 health. I also suggested +1 population, as a localized version of the Hanging Gardens bonus; I'm not sure if it's possible to code. Meanwhile, the espionage bonus on Sewers meant that the Jail bonus could be reduced from a ridiculous +50% to a more tame +25%, matching the Library and Market.
- +1 happiness from Dye was restored to Theatres. However, Theatres lost +1 happiness per 10% culture rate to Broadcast Towers. Only Stadiums provide bonus happiness from culture spending in the early game. Meanwhile the three Hit resources were divided evenly amongst the Stadium, Cinema, and Broadcast Tower.
Seals are actually a health resource.
Duly noted.
You North Americans talk weird!

'Hit Shows' works well enough though. Also tempted by 'Hit Drama'.
Right; because slang from "Down Under" isn't weird at all!

(Wait: does New Zealand count as "Down Under"?)
But, seriously, either Hit Shows or Hit Drama would work. And I suppose I can broaden my horizons on the meaning of Shellfish.
And that's a wrap!
Well, what do you think?
I must say I'm quite pleased with how this draft turned out.