Ahriman
Tyrant
Ok, then it isn't documented.Forge was boosted from 15% to 25% in v12 (December 26).
Look in the buildings spoiler tag in the first post in the city development thread:
Spoiler :
Details - Buildings
Stable
-25% cost.
+1 +1 on each Horse worked by this city.
The break-even point is now 7 chariot archers, 5 horsemen, or 3 knights (down from 9, 6, 4 respectively). If you mass-produce more horse units than this, the stable will provide you benefit. However, to pay for the increase mass-produce capability you delay initial production, no benefit if you rush-buy, and requires improved horses in the city radius.
Workshop
30% building production (was 20%)
Windmill
-45% cost and 20% production (was 15%) (same cost as Workshop, 33% less effective, but applies to units and wonders).
Opera House
+1
Culture
+1 for Temple and Museum, -2 for Opera House
Broadcast Tower
-20% cost.
Granary
2, and +1 on each Cow, Deer, Sheep, and Fish worked by the city. Renamed to Smokehouse.
Aqueduct
40% storage. (Growth multiplied by 1.6x)
Hospital
60% storage. (Growth multiplied by 1.6x, cumulative with Aqueduct for a total 2.5x)
-50% cost.
Medical Lab
75% storage. (Growth multiplied by 1.6x, cumulative with Hospital for a total 4x)-40%
Market, Bank
-25% cost.
Stock Exchange
-50% cost.
Harbor
+1 on water tiles worked by this city (was 0) (trade and tourism).
4/turn maintenance (was 3)
Research Lab
+1 on water tiles worked by this city (was 0) (deep-sea exploration).
Arsenal
50% land and air unit production (was 20%, 0%)
Armory
20xp (was 15)
Military Academy
25xp (was 15)
Stable
-25% cost.
+1 +1 on each Horse worked by this city.
The break-even point is now 7 chariot archers, 5 horsemen, or 3 knights (down from 9, 6, 4 respectively). If you mass-produce more horse units than this, the stable will provide you benefit. However, to pay for the increase mass-produce capability you delay initial production, no benefit if you rush-buy, and requires improved horses in the city radius.
Workshop
30% building production (was 20%)
Windmill
-45% cost and 20% production (was 15%) (same cost as Workshop, 33% less effective, but applies to units and wonders).
Opera House
+1
Culture
+1 for Temple and Museum, -2 for Opera House
Broadcast Tower
-20% cost.
Granary
2, and +1 on each Cow, Deer, Sheep, and Fish worked by the city. Renamed to Smokehouse.
Aqueduct
40% storage. (Growth multiplied by 1.6x)
Hospital
60% storage. (Growth multiplied by 1.6x, cumulative with Aqueduct for a total 2.5x)
-50% cost.
Medical Lab
75% storage. (Growth multiplied by 1.6x, cumulative with Hospital for a total 4x)-40%
Market, Bank
-25% cost.
Stock Exchange
-50% cost.
Harbor
+1 on water tiles worked by this city (was 0) (trade and tourism).
4/turn maintenance (was 3)
Research Lab
+1 on water tiles worked by this city (was 0) (deep-sea exploration).
Arsenal
50% land and air unit production (was 20%, 0%)
Armory
20xp (was 15)
Military Academy
25xp (was 15)
No forge mention.
But very few countries actually adopted free trade, Britain was really alone in its 19th century free trade policies. In general economic policy remained much unchanged until the 20th century and the foundation of central banks.As you know, the whole field of economics had a transition from mercantile theories to markets in the same era.
Already in the mod I thought, with +1 gold for non-fresh-water trading posts.but from a historical perspective it does make sense for the economy to get a boost at the Economics tech
Already represented by the fertilizer tech boost.In addition, the threshing machine was invented around the same time as other economic transformations, and allowed farms to change from thousands of workers to dozens, dramatically improving food yields.
My point isn't that there weren't big increases in lots of fields, my point is that you've already modeled these well with the combination of existing boosts.