Is the seaport lacking now?

I only build it when I have 3+ ressources and even then, it's fairly useless.

But this isn't surprising, they decreased its hammer bonus to +1 and increased the hammer costs to build it. :confused:

I think a seaport should be required to build capital ships. BBs And CVs. It should add a production percentage to ship production.
 
they really shouldnt have nerfed it. Sea resources are already hard to come by and 1 hammer for 3 gold doesnt make sense as you will usually only have 1 sea resource around. Maybe if it affected atolls too?
 
Saying that they nerfed it so that in later games we don't get too much production is silly. Coastal cities cannot gain much production in the first place, they're surrounded by water, so it surely should have one more hammer. Now, I agree it's useless.
 
I can see how they made the production cost of all buildings on a "column" on the tech tree the same, but in the case of some like the Seaport and Windmill it doesn't make much sense. Those are clearly not cost-effective in vanilla.

This is why I reduced their cost in TBC. :)
 
I can see how they made the production cost of all buildings on a "column" on the tech tree the same, but in the case of some like the Seaport and Windmill it doesn't make much sense. Those are clearly not cost-effective in vanilla.

This is why I reduced their cost in TBC. :)

What is the benefit of your Great Library, if it does not give a free tech?
 
What is the benefit of your Great Library, if it does not give a free tech?

These are how a few of the world wonders look in TBC. Each one also obviously excludes other leaders from the bonuses, though there's the hit-or-miss problem. I think what wonders need most is a bigger refund if others beat us to the wonder so the things are actually worth pursuing on higher difficulties.

Spoiler :
Pyramids
80:c5production: net cost
+25% worker improvement speed
+1:c5culture:
+1:c5greatperson: Engineer point
Free settler

Great Library
110:c5production: net cost
+5:c5science:
+1:c5culture:
+1:c5greatperson: Scientist point
Free Library

Great Lighthouse
110:c5production: net cost
+1:c5culture:
+1:c5greatperson: Merchant point
Free Lighthouse
Free Great Merchant

Great Wall
175:c5production: net cost
+3:c5culture:
+1:c5greatperson: Engineer point
Slows enemies
Free Walls

Colossus
185:c5production: net cost
+8:c5gold:
+1:c5gold: on water
+1:c5culture:
+1:c5greatperson: Merchant point

Hanging Gardens
250:c5production: net cost
+6:c5food:
+1:c5happy:
+1:c5culture:
+1:c5greatperson: Artist point


The Great Library has approximately the same net production cost as a Colosseum and Temple (100:c5production: each). I've seen opinions stated several wonders are overpowered, so I suspect an overall reduction in power for the GL is justified.
 
I don't mind them adding 1 of the hammers to harbors, but they should have reduced the hammer and maintenance costs of Seaports along with it, or added a secondary benefit (+1 gold for all those tiles for instance).
 
Yes, the seaport is almost completely useless now. It would take 83 turns to break-even with 3 sea resources. It's probably still worth it for six or more resources.
 
The Windmill gets a Great Engineer point, Perhaps they could give the Seaport a Great Merchant point!
 
The point was that island cities were a waste of time, production wise, until you had a sea port available. No hammers = crap production.

So shifting one to the harbour is a good thing.

Merchant Navy and buying a Workshop and those island cities have a pretty good production.
 
I like the boost to the harbor. I dislike the change to the seaport. The seaport becomes a way to impart some flavor to the cities. This one is a fishing center. This one is a mountain city with observatories or mints. Etc. I don't see that the seaport really needed fixing, even with adjustments to harbors.
 
Post patch Archipelago OCC Cultural Victories have become a thing of the past (granted they were to easy pre patch), and this combination of having to purchase a Harbour before we can purchase a Seaport is yet another nail in the coffin. I never ever built harbours playing OCCs pre patch. The reason I emphasize purchase, is because we have to chop down all our forests to get the Wonder or two of our choice.
Choosing a suitable area has become a laborious pre game experience (we need those hammers from the sea more than ever).
 
It is too expensive and useless. I would reduce the cost 25% and give it +1 base hammer as well.

When I didn't build a single one despite having 15 coastal cities and 2 island cities you know it is broken. Possibly the only building I didn't build at least 1 of in my last game. Windmill also seems expensive.
 
I would've thought that the seaport would now be useless, but then in my last game, my capital had 7 sea resources. 7 extra base production is a massive boost (and with that many sea resources, you'll have the gold to buy it). I guess the problem they have here is that there can be such a difference in how useful it is, entirely dependent on the map.
 
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