G was talking about a new mechanic, but didn't describe it. It sounds like new code is on the table for re-integrating defense buildings.
What I am describing above is essentialy a modified version of the health mechanic from Civ IV, and resurrecting civ IV mechanics seems to be popular
After the bank its a 3 gold, 2 culture building. It isn't terrible, but its not a priority either.I feel like Customs houses can be kinda weird for Statecraft civs. You wanna trade with city states as much as possible so customs house are pretty much pointless for those
After the bank its a 3 gold, 2 culture building. It isn't terrible, but its not a priority either.
Really? Trading with allied city states might have a little less gold but you are guaranteed a good amount of science and culture (which is increased by 25% if originating from your capital or holy city) without giving your rivals science and culture if they are behind. Seems like a no brainer to me until you want to get tourism bonuses with a specific civ. And even then, you get mini tourism bombs with all civs when you complete a trade route to a city stateI do not trade a lot witgh City-States playing Statecraft. Sometime it is nice, but usually trading with civs give you more.
Main power of custom houses is tourism bombs
You just miss the growth bonus.Really? Trading with allied city states might have a little less gold but you are guaranteed a good amount of science and culture (which is increased by 25% if originating from your capital or holy city) without giving your rivals science and culture if they are behind. Seems like a no brainer to me until you want to get tourism bonuses with a specific civ. And even then, you get mini tourism bombs with all civs when you complete a trade route to a city state
Well thats propaply a difficulty issue, i just always have enough civ to trade to get more of everything trading with AI rather than City-StatesReally? Trading with allied city states might have a little less gold but you are guaranteed a good amount of science and culture (which is increased by 25% if originating from your capital or holy city) without giving your rivals science and culture if they are behind. Seems like a no brainer to me until you want to get tourism bonuses with a specific civ. And even then, you get mini tourism bombs with all civs when you complete a trade route to a city state
How many social policies behind are you? A CS gives 20 culture per trade route late game, if its in your capital its 25 with statecraft.Well thats propaply a difficulty issue, i just always have enough civ to trade to get more of everything trading with AI rather than City-States
Don't know, with William i was ahead, but it does not feel uncommon for me to be 2 policies behind everyone and 3-4 policies behind the leader in early-mid gameHow many social policies behind are you? A CS gives 20 culture per trade route late game, if its in your capital its 25 with statecraft.
Unless you're significantly behind on policies or techs, trade routes to allied city states will usually give more culture and science than to major civsDon't know, with William i was ahead, but it does not feel uncommon for me to be 2 policies behind everyone and 3-4 policies behind the leader in early-mid game
it is the opposite - Sea Port SHOULD be weaker than Train Station. There is one very important part that you forgot - Sea Port allows you to purchase modern navy for money. If you do not have a Sea Port in a city - this city is extremely vulnerable to enemy's ships unless you don't have sizable navy yourself.So assuming this thread isn't locked, are seaports supposed to be strictly better than train stations (since they're mutually exclusive?). If not, I think train stations need a small nudge (or seaports a small nerf) to make them more viable to build. Right now, the only advantages they have over seaports is the +10% (which being a passive bonus is rather large I'll admit), they're 250 cheaper, and they don't need previous buildings (the lighthouse and harbor) to build. On the other hand, seaports have a number of significant advantages: Extra city health, supply cap, and the ability to buy industrial/modern naval units is the big one, they're available deceptively much earlier (not only do they unlock with the steam power, the coal revealing tech so they're immediately buildable, while train stations need that tech and railroad, but you need to build railroad connections which you can't even start until you research railroad), Extra from terrain (even just one) which I'd argue is more valuable than , and with a lot of water tiles they bring in more gold with the +1.
I'm pretty sure what's supposed to be intended (but I may be wrong) is that seaports are meant to be built on coast heavy cities, and train stations on landlocked cities. But if a city has just one coast tile my inclination is to build a seaport. Just spitballing balance ideas here: Give train stations the same city defense and unit cap so they see more equal. Or if you want to get fancy maybe give train stations +1 gold on railroad tiles (since the train stations 'help' maintain their railways).
it is the opposite - Sea Port SHOULD be weaker than Train Station. There is one very important part that you forgot - Sea Port allows you to purchase modern navy for money. If you do not have a Sea Port in a city - this city is extremely vulnerable to enemy's ships unless you don't have sizable navy yourself.
Another part - Sea Port becomes superior to Train Station if you play Imperialism. With imperialism's buff to sea tiles and Sea Port it becomes worth working every single of them!