Granaries - Agricultural?

Frostyboy

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I thought Granaries were agricultural improvements. Still they are not counted for in agricultural tribes. No discount given.

By the way, Now in Conquests, what improvements are discounted by the different traits?

Frostyboy :)
 
agriculture half-cost discounts on : aqueducts, hydro plants, and solar plants.

seafaring half-cost discounts on : harbors, coastal defenses, commercial docks, and offshore platforms

Apparently half cost granaries were found to be a bad idea (maybe unbalancing i don't for sure)
 
My understanding is they went with half-cost granaries at first in the beta for agrcultural civs....and quickly abandoned that idea as it was simply too much of an advantage.
 
Currently, granaries are priced about right. Granaries are very powerful, so you have to make a sacrifice if you want them. 60 shields in the early game is a steep investment, so if you want the granary, then your first few settlers are delayed a little bit (but more often then not, you catch up in settler production pretty quickly). Most of the time, granaries are worth this delay, while other times they aren't (like in floodplain cities that just don't have any high shield tiles, or in your high corrupt cities, where you can't afford to wait 60 turns to get a granary). If granaries were 30 shields, why would you ever *not* build a granary? Simply get 10 shields and pop-rush 1 citizen like you do for temples. Poprushing 1 citizen from every city would be a much better way of getting granaries in all your cities than spending 400 shields building the Pyramids (and cutting your expansion greatly by using an early city so early in the game to build it ).
 
Thanks for those replies! It makes perfectly sense now. Still I think the Pyramids are really worth racing for.
 
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