Industry, 7 flaws

But how many cities is that?

If you manage to focus spend the gold, you can get away with building just 2-3 banks but still getting the science bonus on most purchases
In a wide empire I need them in more cities. I also like to get them first in newly conquered cities to invest in buildings non-stop. It helps that I tend to go Zealotry whenever possible so I can spend most of my money on buildings.

The new buffs seem to make them much better too. If it works like it seems it does, then every one built increases EVERY caravansary GPT by 1. That means in a 10 city empire a bank can be worth 6-10 gold per turn more than last patch. Just 10 cities with both buildings in all of them is 120 GPT before specialists from what I remember/can guess.
 
In a wide empire I need them in more cities. I also like to get them first in newly conquered cities to invest in buildings non-stop. It helps that I tend to go Zealotry whenever possible so I can spend most of my money on buildings.

The new buffs seem to make them much better too. If it works like it seems it does, then every one built increases EVERY caravansary GPT by 1. That means in a 10 city empire a bank can be worth 6-10 gold per turn more than last patch. Just 10 cities with both buildings in all of them is 120 GPT before specialists from what I remember/can guess.
With the buff you can get an exponential increase in gold with more cities, which is potentially extremely powerful. I'll have to test though, you actually highlighted why I don't find gold buildings all that important. I can get enough military largely with just faith, which leaves all this gold for buildings. But I end up spending gold just to get more gold, and eventually I've built all buildings and end up putting something like research in my queue. Hopefully the increase to unit costs affects this. I can't speak to balance on a fine tuning level with so many changes this update
 
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