Lighthouse should add 1 commerce

much2much

Warlord
Joined
Jul 23, 2006
Messages
214
It is an expensive building and would make water tiles more useful. One food AND one commerce.
 
Would make water tiles a bit more comparable to cottages and farmed tiles under agricultural/aristocracy.
 
That way, a financial civ could suddenly have a whole bunch of 2 food / 4 commerce tiles. Isn't that a little too strong? Maybe it'll balance over the course of the game, because the four commerce isn't going to grow (unlike cottages), but still, it seems very strong early game.
 
That way, a financial civ could suddenly have a whole bunch of 2 food / 4 commerce tiles. Isn't that a little too strong? Maybe it'll balance over the course of the game, because the four commerce isn't going to grow (unlike cottages), but still, it seems very strong early game.

Especially for, for example, Flauros, which is Financial and Organized, which gives him double production speed of Lighthouses.
 
Riverside cottages for the same leaders would start at 1/1/3 to 3/0/3, depending on the terrain, and that doesn't force you to grab the otherwise mostly useless (on land maps, that is) sailing - I say it's a pretty good idea.
 
at the moment sea tiles are pretty much useless.... it's very counter-intuitive, in that it makes a lot more sense to build cities inland than on the coast (when it should really be the other way round).
 
I agree. Of course I'd rather do it with trade routes. Like all lighthouses give +2 trade routes. And all cities on rivers or coasts just generally get +1 trade routes.
 
I agree. Of course I'd rather do it with trade routes. Like all lighthouses give +2 trade routes. And all cities on rivers or coasts just generally get +1 trade routes.
I agree with the lack of love for coast cities, and this above idea I really like. It makes a lot of sense. However, it doesn't do a lot of good in the very early game if that's what you're trying to balance.

- Niilo
 
:hmm: I knew about the +50%, but I didn't know it also added another trade route. Are you sure?

Oh no, it doesn't. But maybe it should, and maybe the lighthouse should too. Plenty of land buildings does (not that coastal cities cant build them tho :P).
 
Remember that simple water tiles are NOT pillageable. Making them 2 food 3 commerce or 3 food 3 commerce on lakes (3-4 and 4-4 for Hannah) would be very strong... I'd rather lower the cost of Lighthouse, or let it increase trade route(s). Makes more sense.
 
Remember that simple water tiles are NOT pillageable. Making them 2 food 3 commerce or 3 food 3 commerce on lakes (3-4 and 4-4 for Hannah) would be very strong... I'd rather lower the cost of Lighthouse, or let it increase trade route(s). Makes more sense.

Not pillageable maybe, but a single enemy ship can blockade 9 tiles at once. (usually less since it's usually not a perfect square of coast :p)
 
Add this to Sailing:

-> Special abilities: Workboats can sound coast Plots

Add this to Lighthouse:

-> +1 Trade on sounded local sea Plots


A sounded tile is visualised by adding a buoy. Unlike fising boats sounding a plot will not consume the work boats.


This will buff the Lighthouses and sea plots yet the buoy can be pillaged by naval units. So this will also encourage the building of early naval units to protect your own coast or destroy the waymarks on your enemies coast ( pillage his sounded Tiles) and thus hurting the seatrade.


What do you think ?



By fire be purged

dynablaster
 
Add this to Sailing:

-> Special abilities: Workboats can sound coast Plots

Add this to Lighthouse:

-> +1 Trade on sounded local sea Plots


A sounded tile is visualised by adding a buoy. Unlike fising boats sounding a plot will not consume the work boats.


This will buff the Lighthouses and sea plots yet the buoy can be pillaged by naval units. So this will also encourage the building of early naval units to protect your own coast or destroy the waymarks on your enemies coast ( pillage his sounded Tiles) and thus hurting the seatrade.


What do you think ?



By fire be purged

dynablaster


Oooh! I like!
 
yeah it's a good idea.
 
IMO instead of strenghtening lighthouse, it could be better if we get another building with optics or the tech after (i don't remember the name), like a commercial base which allows +2 or +3 more trade routes, without making sea tiles better.
Landlocked cities in later ages should maintain the advantages of better commerce tiles, while coastal cities should have a bigger advantage with trade routes.
 
IMO instead of strenghtening lighthouse, it could be better if we get another building with optics or the tech after (i don't remember the name), like a commercial base which allows +2 or +3 more trade routes, without making sea tiles better.
Landlocked cities in later ages should maintain the advantages of better commerce tiles, while coastal cities should have a bigger advantage with trade routes.

This wont create any motivation to fight for the seas, will it ? Water is incredibly boring in civ4 as well as in ffh2.

Nobody will be interested to fight for the seas, if there is actually nothing to fight for. And there hardly is anything except maybe if someone is trying some D-Day on you.

In fact, in almost every case 1 Raider will hurt your economy harder then 20 Man o War.

In conclusion: Give us something to fight for. Buff Water!
 
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