Just started to work on this mod whose purpose is to make every improvement feel useful but not overpowered.
Changes so far:
Dome, removed the hp bonus made them give 3 culture + Creative class policy changed to give domes +2 culture.
Make Dome the prime culture improvement, more similar to academies for science and manufactories for production, the health bonus can be given to a more fitting military improvement.
Generator, give only 1 energy at the start.
To make energy harder to get in the early game, because it feels plentiful, less energy will hopefully make the early game a bit more interesting.
Mines can be built everywhere like generators.
The only give one production, but they will get an extra one for being on a hill and +1 production for each mountain they are adjcent to like inca terras farm in civ 5.
Will work more on this, suggestions are appreciated
Changes so far:
Dome, removed the hp bonus made them give 3 culture + Creative class policy changed to give domes +2 culture.
Make Dome the prime culture improvement, more similar to academies for science and manufactories for production, the health bonus can be given to a more fitting military improvement.
Generator, give only 1 energy at the start.
To make energy harder to get in the early game, because it feels plentiful, less energy will hopefully make the early game a bit more interesting.
Mines can be built everywhere like generators.
The only give one production, but they will get an extra one for being on a hill and +1 production for each mountain they are adjcent to like inca terras farm in civ 5.
Will work more on this, suggestions are appreciated
