Some have mentioned concern that the yields in the late game have grown too strong. I'm going to repeat my thoughts from a previous thread:
"The balance points we have to maintain is:
1) Balance the overall yields for a good gameplay experience.
2) Ensure a buildings yields are worth the hammers it costs to build that building. Aka "good mouthfeel".
Personally if we think end game yields are too high...I think its time to start dropping buildings. End game buildings need significant yields to pull their weight, and if those yields are too high, than lets just drop the building. "
So the primary question I have put in a poll: Are end game yields too high?
Assuming they are, there are 3 buildings I think we could target for removal/adjustment:
1) Powerplants: These buildings have been hotly debated in the past, and personally we could just drop them.
--Probably the simplest option. Combine Hydro and Wind. Create Power Plant: Gain +2 prod, science, and gold to ALL tiles. -2 urbanization.
--Simple and efficient. No more worrying about terrain (the choice for terrain is LONG past, I am not choosing where I place my cities because of the power plant choice I am going to have 250 turns in the future, its just a waste of space). This balances out the yields no matter the terrain, and lowers the bonuses overall for the civs that had the perfect terrain previously. In effect, you are rewarding big cities that aren't converting everything into specialists. No muss no fuss, just a nice boost to yields without getting crazy.
2) Research Lab / Medical Lab: Since both of these represent modern "labs", we could just drop one....and potentially cannibalize some of the buildings bonuses and give it to the other.
Example: Drop Research Lab. Medical Lab now: +2 pop, -1 poverty and illiteracy, +2 yields for scientist, merchant, engineer (any ideology bonus to the research lab now goes to the medical lab)
--So this removes some raw science yields, but also reduces GS production....which is already the strongest GP at this point in the game. So this gives you some science reduction, and keeps the medical lab as a strong and powerful building.
3) Coal Refinery: We remove the 15% production. The main purpose of the refinery (similar to the recycling plant) is to provide strategic resources for those that need it. But because of the 15% production its actually a strong building in your big production cities, so it gets built more than it was intended imo. We could just remove that bonus, lowering late game yields and turning it back into the "only when needed" kind of building.
"The balance points we have to maintain is:
1) Balance the overall yields for a good gameplay experience.
2) Ensure a buildings yields are worth the hammers it costs to build that building. Aka "good mouthfeel".
Personally if we think end game yields are too high...I think its time to start dropping buildings. End game buildings need significant yields to pull their weight, and if those yields are too high, than lets just drop the building. "
So the primary question I have put in a poll: Are end game yields too high?
Assuming they are, there are 3 buildings I think we could target for removal/adjustment:
1) Powerplants: These buildings have been hotly debated in the past, and personally we could just drop them.
--Probably the simplest option. Combine Hydro and Wind. Create Power Plant: Gain +2 prod, science, and gold to ALL tiles. -2 urbanization.
--Simple and efficient. No more worrying about terrain (the choice for terrain is LONG past, I am not choosing where I place my cities because of the power plant choice I am going to have 250 turns in the future, its just a waste of space). This balances out the yields no matter the terrain, and lowers the bonuses overall for the civs that had the perfect terrain previously. In effect, you are rewarding big cities that aren't converting everything into specialists. No muss no fuss, just a nice boost to yields without getting crazy.
2) Research Lab / Medical Lab: Since both of these represent modern "labs", we could just drop one....and potentially cannibalize some of the buildings bonuses and give it to the other.
Example: Drop Research Lab. Medical Lab now: +2 pop, -1 poverty and illiteracy, +2 yields for scientist, merchant, engineer (any ideology bonus to the research lab now goes to the medical lab)
--So this removes some raw science yields, but also reduces GS production....which is already the strongest GP at this point in the game. So this gives you some science reduction, and keeps the medical lab as a strong and powerful building.
3) Coal Refinery: We remove the 15% production. The main purpose of the refinery (similar to the recycling plant) is to provide strategic resources for those that need it. But because of the 15% production its actually a strong building in your big production cities, so it gets built more than it was intended imo. We could just remove that bonus, lowering late game yields and turning it back into the "only when needed" kind of building.
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