They aren't broken, it is just too rare to build them compared to the real world. Just change their prereqs and they should be fine. Climat,do you want to make up some prereqs for them?
Well, if you ask me, the "requiring two resources for plants" system is arbitrary and problematic.
It ignores natural habitats, and cultivated terrains or cultivatable climates of plants in the real world many times. Also, requiring two vicinity resources makes it nearly impossible to build them. The possibilty is simply too low compared to the real world. Also, terrains/features where the resources can be placed in the game map were not considered for choosing required resources, so sometimes it may be impossible to build some buildings. Your determination on "not overlapping" was not helpful for this matter, either.
The two resource system was a way to allow for extra types of animals, plants and minerals to be added to the game without having to add more map resources. On major problem of the game was having every building in every city. So these at least made it so combos would not be in every city. At first it was all up to chance and random maps were more powerful than Earth based scenario maps.
But then once the Great Farmer was put it it made Animal and Plant based combos a lot more common. And now that resource vicinity counts from buildings such as herd and other resource producing buildings now all those combo buildings are even MORE common.
Sure you may not ever every combo in every game, but the % of getting them is a LOT higher than it was. Almost too common in my opinion.
The tie-in of all berries/flowers to one resource is the main reason that they become 'too common' once the Great Farmer is on the job.
The two resource system was a way to allow for extra types of animals, plants and minerals to be added to the game without having to add more map resources. On major problem of the game was having every building in every city. So these at least made it so combos would not be in every city. At first it was all up to chance and random maps were more powerful than Earth based scenario maps.
But then once the Great Farmer was put it it made Animal and Plant based combos a lot more common. And now that resource vicinity counts from buildings such as herd and other resource producing buildings now all those combo buildings are even MORE common.
Sure you may not ever every combo in every game, but the % of getting them is a LOT higher than it was. Almost too common in my opinion.
Would you prefer a different resource for every Bug, Vegetable, Fruit and Flower (and probably drug...)?
We DO have this for minerals, so it is not THAT far off, but I wonder if that add so much for game play...
It should not require an exploit with the Great Farmer to get a few common flowers and berries. Make common plants common (by abandoning the mandatory tie-ins to indigo and grapes or whatever), and by all means nerf the Great Farmer to keep rare plants rare.
The tie-in of all berries/flowers to one resource is the main reason that they become 'too common' once the Great Farmer is on the job.
Common is a relative term. Coffee for instance was very rare and guarded resource for quite some time. Potatoes were not common until encountering the Inca. Heck even the common spices we have today were not common until they were replanted away from their native lands.
Otherwise though, why couldn't we have let things that are ubiquitously common 'berries', 'flowers', 'bugs' or whatever simply have remained represented by the ultimate measure of common values 'the tile yields'?....instead we have bugs...why did the mod ever need to represent bugs?
1803 | Assembly Line | Portsmouth Block Mills for Royal Navy
1909 | Industrialism | Mass production of Model T Ford
Remember too that Mr Azure did some tech tree shuffling before he shuffled off again.
JosEPh