GoodGame
Red, White, & Blue, baby!
- Joined
- Dec 17, 2004
- Messages
- 13,725
Ok, we've seen the idea before in Civ3 Conquests and Colonization!, and it might just get ported in the new Colonization!, but lets
.
Rather than using it to model more commodities like in a raw material to consumer system, it could actually fit the strategy of Civ4 of providing city specialization and more
,
,
,
, etc.. And thematically, it'd help a civ stand out. No longer would your civ just be that civ with the huge fur stockpile, but it could also be the only civ with a couture shop
culture
.
And it might be modified and improved by research. Appropriate techs already in place being currency, guilds, economics, radio, etc..
Ok, preamble aside, the base idea:
1. Each commodity or group of commodities gets a city building. Effectively Civ4 already has that for foodstuffs: harbors/granaries, and groceries/supermarkets and for some of the luxuries: forges.
2. The flavor of the new buildings is not to make new commodities but provide a way for using it. The buildings should mostly give a small additive bonus to culture and wealth, about equivalent to a monastery (for game balance) and much less than a settled great person. E.g. +2-3
,
, :research:,
, etc..
3. The effects of the new building are totally based in being in supply for the dependent resource. E.g. no gold, no +1
from the forge.
For the overall balance, I think the buildings should have about a total +4 additive bonus and about a +10% to keep them about equal to a monastery, but still reflect that it's harder to get the resource than a religion.
Ok, resource-building pairs that I think are lacking, and suggestions:
1. wine/wheat/rice/sugar/corn
- vinter-tavern-bar
+
(per multiple of alchohol type +1
). No multiples of
per alcohol type, just an extra +1
for this building.
2. dye/fur (fur automatically in effect with Plastics)
- clothier-tailor +2
for fur: +2
for dye
possibly +10% culture flat.
with Plastics.
3. gold/silver/bronze/gems - forge-jeweler
+1
per resource type at forge on top of existing forge benefits.
4. whale---harbor
+2
, +2
, +1
for extra food source, for whalebone and whale oil.
Arguably the culture could become negative over time, say with Television, if the game is tweaked to make whales not go obsolete.
5. sugar/spice---tavern-resturaunt
+1
+2
per resource, and a flat +1
flat the building.
To be decided, building costs, verification that the bonuses are thematic, how these building might modify over time/technology, and a double check that these match up to a slightly strong monastery.

Rather than using it to model more commodities like in a raw material to consumer system, it could actually fit the strategy of Civ4 of providing city specialization and more






And it might be modified and improved by research. Appropriate techs already in place being currency, guilds, economics, radio, etc..
Ok, preamble aside, the base idea:
1. Each commodity or group of commodities gets a city building. Effectively Civ4 already has that for foodstuffs: harbors/granaries, and groceries/supermarkets and for some of the luxuries: forges.
2. The flavor of the new buildings is not to make new commodities but provide a way for using it. The buildings should mostly give a small additive bonus to culture and wealth, about equivalent to a monastery (for game balance) and much less than a settled great person. E.g. +2-3



3. The effects of the new building are totally based in being in supply for the dependent resource. E.g. no gold, no +1

For the overall balance, I think the buildings should have about a total +4 additive bonus and about a +10% to keep them about equal to a monastery, but still reflect that it's harder to get the resource than a religion.
Ok, resource-building pairs that I think are lacking, and suggestions:
1. wine/wheat/rice/sugar/corn
- vinter-tavern-bar
+




2. dye/fur (fur automatically in effect with Plastics)
- clothier-tailor +2


possibly +10% culture flat.
with Plastics.
3. gold/silver/bronze/gems - forge-jeweler
+1

4. whale---harbor
+2



Arguably the culture could become negative over time, say with Television, if the game is tweaked to make whales not go obsolete.
5. sugar/spice---tavern-resturaunt
+1



To be decided, building costs, verification that the bonuses are thematic, how these building might modify over time/technology, and a double check that these match up to a slightly strong monastery.