It's been a little over three months now since the massive balancing patch that revamped the flow of all eras. Among other things, it has singificantly changes how production works - with the cost of buildings now increasing based on the number of settlements converted into cities, and the number of non-warehouse buildings within the city. Neither units nor wonders are impacted by those penalties.
There was a lively discussion about it when it was first introduced. I'm wondering where everyone is at, now that it's been around for a while, and we had a chance to play a good number of games on both versions.
To answer my own question: I was enthusiastic about it intially, but - with over twenty games through all eras done now - I think I've landed on the current implementation being actively detrimental, and a straight downgrade from what we had previously. The key reasons:
1. Balance is completely off. If the idea behind the extra 10% for each city was to encourage playing fewer, more developed cities, it has failed utterly. That penalty very quickly gets dwarfed by the incremental per-building penalty. You will eventually run into a production wall, whether you have 3 cities or 6, so I still go for more cities.
2. The scaling penalty counts obsolete buildings. The popular opinion in the earlier versions of the game was that - past a certain point in the era - there is very little value in completing age-specific buildings, since most of their yields will be gone after the age transition. With 1.2.5, "very little value" got upgraded to "actively detrimental". If you decide to throw all your production and gold on a single city in exploration to get every building done, that city will be in utter shambles at the start of modern age.
3. As a result of the two points above, what I build has become incredibly homogenised. All my cities look the same. Production is king. Science and culture is always worth prioritising. The influence and special effect buildings are nice to have. Food and gold buildings become a harder sell, since I can get both of those through towns just as easily. I typically play at around the settlement cap, and so I can't remember the last time I bothered to get Managerie or Radio Tower done. Why on earth would I kneecap my already production-starved cities with those? It's a problem solved previously in Civilization VI, where your most common quarters would gradually become harder & harder to build, whereas the underrepresented ones kept their production cost cheap. That allowed for some interesting trade offs, which just don't exist in the current setup. If I have 5 Universities and no Banks, the 6th city will still need the same amount of turns to complete either, so I might as well get that 6th University.
4. On the subject of yields more broadly - production was always high value, but pre-1.2.5, on higher difficulties, I would occasionally be in a situation where I'd run science or culture project, because all high value production was done and the next thing I wanted was locked behind the research. This just doesn't happen anymore. In modern especially, I'll complete multiple science & culture techs in the time it takes me to build Military Academy. I then immediately need to build a Railway Station, and sometimes a Port, and then a Factory. If you wanted to hard build all those, you are locked in for such a long time into building must-haves, while zipping through all the objectives. Gold is plentiful, though, so I buy more buildings than I build in the modern era. That can't be by design.
5. Last but not least, specialists exarcebate the issue. By mid-Exploration at the latest, the wonders start taking less time to complete than buildings, because the scaling cost only applies to the latter. That and the snowball means you can get most of those, even on Deity, and - really - should get all the ones you can, because plopping one down next to your science or culture district will give you more science or culture from specialists, whereas your food, gold and happiness buildings will not. I'm at the point where I don't even massively care which city the wonder is most suitable for, in terms of its unique effect, half the time. Borobudur doesn't go into "need that food & happiness" city. It goes on a tile next to two districts that are next to multiple resources or mountains.
In a sentence, I think this needs to go back to the drawing board. Production was never this important. Low value yields were never this much of a noob trap. And exploration age now sits in an extremely awkward spot, where you can complete all the victory paths you care about quite quickly, and then you just sort of sit there, waiting for it to finish, trying not to produce too many buildings that will kill your production in modern, or too many units that will eat up your gold on the maintenance costs, with culture & science projects a tempting option not because there's something you need to unlock right now, but because the future research & future civics can get you past the checkpoint faster.
There was a lively discussion about it when it was first introduced. I'm wondering where everyone is at, now that it's been around for a while, and we had a chance to play a good number of games on both versions.
To answer my own question: I was enthusiastic about it intially, but - with over twenty games through all eras done now - I think I've landed on the current implementation being actively detrimental, and a straight downgrade from what we had previously. The key reasons:
1. Balance is completely off. If the idea behind the extra 10% for each city was to encourage playing fewer, more developed cities, it has failed utterly. That penalty very quickly gets dwarfed by the incremental per-building penalty. You will eventually run into a production wall, whether you have 3 cities or 6, so I still go for more cities.
2. The scaling penalty counts obsolete buildings. The popular opinion in the earlier versions of the game was that - past a certain point in the era - there is very little value in completing age-specific buildings, since most of their yields will be gone after the age transition. With 1.2.5, "very little value" got upgraded to "actively detrimental". If you decide to throw all your production and gold on a single city in exploration to get every building done, that city will be in utter shambles at the start of modern age.
3. As a result of the two points above, what I build has become incredibly homogenised. All my cities look the same. Production is king. Science and culture is always worth prioritising. The influence and special effect buildings are nice to have. Food and gold buildings become a harder sell, since I can get both of those through towns just as easily. I typically play at around the settlement cap, and so I can't remember the last time I bothered to get Managerie or Radio Tower done. Why on earth would I kneecap my already production-starved cities with those? It's a problem solved previously in Civilization VI, where your most common quarters would gradually become harder & harder to build, whereas the underrepresented ones kept their production cost cheap. That allowed for some interesting trade offs, which just don't exist in the current setup. If I have 5 Universities and no Banks, the 6th city will still need the same amount of turns to complete either, so I might as well get that 6th University.
4. On the subject of yields more broadly - production was always high value, but pre-1.2.5, on higher difficulties, I would occasionally be in a situation where I'd run science or culture project, because all high value production was done and the next thing I wanted was locked behind the research. This just doesn't happen anymore. In modern especially, I'll complete multiple science & culture techs in the time it takes me to build Military Academy. I then immediately need to build a Railway Station, and sometimes a Port, and then a Factory. If you wanted to hard build all those, you are locked in for such a long time into building must-haves, while zipping through all the objectives. Gold is plentiful, though, so I buy more buildings than I build in the modern era. That can't be by design.
5. Last but not least, specialists exarcebate the issue. By mid-Exploration at the latest, the wonders start taking less time to complete than buildings, because the scaling cost only applies to the latter. That and the snowball means you can get most of those, even on Deity, and - really - should get all the ones you can, because plopping one down next to your science or culture district will give you more science or culture from specialists, whereas your food, gold and happiness buildings will not. I'm at the point where I don't even massively care which city the wonder is most suitable for, in terms of its unique effect, half the time. Borobudur doesn't go into "need that food & happiness" city. It goes on a tile next to two districts that are next to multiple resources or mountains.
In a sentence, I think this needs to go back to the drawing board. Production was never this important. Low value yields were never this much of a noob trap. And exploration age now sits in an extremely awkward spot, where you can complete all the victory paths you care about quite quickly, and then you just sort of sit there, waiting for it to finish, trying not to produce too many buildings that will kill your production in modern, or too many units that will eat up your gold on the maintenance costs, with culture & science projects a tempting option not because there's something you need to unlock right now, but because the future research & future civics can get you past the checkpoint faster.
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