Im not eager to implement new features to address balance issues. Especially those that require AI changes. Its not that we wont ever add new features for this kind of stuff, but our first step would be in balancing them with the features we have.
Well, I think the community here and Kael especially might say that my suggestion should stay exclusive to Fall Further & I know its a little off topic but here it is:
The end of the changelog for FFv.44 says that workers will be able to build any improvement right from the start but that without the proper tech it will take ten times as long.
I think this is a great idea because it makes the early game more interesting (something that's hard to do IMO) and from what Xienwolf has said it seems to help the AI prevent building snafus.
So I'll ask, would you consider this change for FfH?
Shows how often I've used workshops.
I think I built one once in vanilla, but switched it out later.
35. Archery gives +50% chop production.
36. Lumbermills moved form Iron Working to Archery.
37. Workshops moved from Smelting to Construction, given +1 commerce, the +1 hammer moved from Construction to Smelting, given +2 hammer at Guilds.
38. Watermills removed.
39. Windmills given +1 hammer.
Thematicly I enjoy Watermills ALOT better than windmills actually, and would rather cut windmills than watermills. I rather see my hills filled with mines than windmills. Since watermills can only be build on rivers they cannot be spamed and for me that fits much better.
Having watermill give +1/+1/+1 and later +1/+2/+2 sounds perfect![]()
(though Im still thinking windmills may be coming to late).
But rivers were already so good to players, especially in the early game that I didnt see a need to have the "big diverse improvement" also be a river improvement. River cities didn't need a boost.
from Patch r changelog:
36. Lumbermills moved form Iron Working to Archery.
In this case I would rename the tech from Archery to "sophisticated wood crafting" or Woodcrafting, or something similar