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Mines vs Quarries

Discussion in 'General Balance' started by HungryForFood, Jan 11, 2018.

  1. tu_79

    tu_79 Deity

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    Current situation:
    - All resources are improved by buildings.
    - All tile improvements are enhanced by pantheons, techs and policies.
    - Some tile improvements are enhanced by buildings.
    So some resources are obvious for GPTI placement, and others are most likely to be chosen (pastures when not fealty).

    Possible situation A:
    - All resources are improved by buildings.
    - All tile improvements are enhanced by pantheons, techs and policies.
    - All tile improvements are enhanced by buildings.
    Placement of GPTI will depend on what policies are not going to be taken. All resource tiles will be strong, GPTI only a little stronger.

    Possible situation B:
    - All resources are improved by buildings.
    - All tile improvements are enhanced by pantheons, techs and policies.
    - No tile improvement is enhanced by buildings.
    Placement of GPTI will depend on what policies are not going to be taken. GPTI will be much stronger than any other improved resource tile.

    Exceptions can be made with farms (only resource is wheat and it breaks farm clusters), sawmills (no sawmill can be placed over a resource) and forest/jungles (connecting resources almost always chopp forest/jungle, deer excepted).

    But mines, quarries, plantations and pastures should be treated equally.
     
    phantomaxl1207 and ElliotS like this.
  2. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Upcoming what now?
     
  3. ElliotS

    ElliotS Warmonger

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    This seems best.

    The problem with anything that add skillcap though is that it makes the AI worse. If the choice is obvious it's best for the AI, but less fun for the player.
     
  4. Mad Madigan

    Mad Madigan Prince

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    Sorry, I guess it's not the Workshop that is changing so much as it is the yields from forests being adjusted. The point I was trying to make is that in the beta patchnotes Workshops are no longer enhancing the yields of Logging Camps, but perhaps this is a good place to enhance quarry yields instead?
     
  5. tu_79

    tu_79 Deity

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    Candidates for improving pastures: Arena, Library (parchments), Circus
    Candidates for improving camps: Armory (officers love game), Zoo
    Candidates for improving quarries: Walls, Aqueduct, Castle, (all require tons of stones)

    EDIT. Circus and Zoo are so circumstantial right now, that this could bring them some new life.
     
    Last edited: Jan 12, 2018
  6. Stalker0

    Stalker0 Baller Magnus

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    I would not mind castles getting a little standard extra oomph. That could be interesting.
     
    ElliotS likes this.
  7. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Castles make a lot of sense. Would spread the quarry power out a bit, and building castles near quarries (or having quarries near castles) is historically accurate. We could also throw an extra yield on the cathedral for this (+1g from quarries) to make them more appealing (currently Cathedrals are lower-tier for follower beliefs) and historically-accurate.

    G
     
  8. tu_79

    tu_79 Deity

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    Circus and Zoo could also get some love, as they are a bit of a trash can now. Enhancing pastures and camps will make those buildings a little more worth it. Then, tile improvements will be coherent, and placing GPTI a more strategic decision.
     
  9. Stalker0

    Stalker0 Baller Magnus

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    Zoo maybe, but I think the circus is great. Decent needs dropper, the one time culture is actually pretty large, and you can Time it to optimize growth for a WLTKD.

    What’s not to love? The zoo on the other hand...tourism one time is not that strong, doesn’t work well at all if you don’t have forest jungle. It’s never high on my list to get
     
  10. Ziad

    Ziad Emperor

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    I was thinking the other day how much camps were dependent on features (forests/jungles) to get comparable yields.

    If I ever spawn near Ivory (which is never in a feature), the tile often ends up not being worked past the early game until Circus is up. Bison is great in the early game but falls off compared to farms/pastures later on, especially with certain policies/buildings.

    On the other hand, Fur/Truffles/Deer are pretty great tiles that tend to spawn in forest/jungle, so they get some additional buffs through them. With the recent nerf, it's not as much as before, but it's still significant.

    So I'm not sure camps need an indirect buff via a building. It's certainly an awkward situation. There is something to be said about every improvement type having an improvement building to it though.
     
  11. pineappledan

    pineappledan Deity

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    This part is kinda getting overlooked. This sounds like it would be a good candidate for being added to 5-year-plan (order ideology), to give it +1 :c5production:
     
  12. Ziad

    Ziad Emperor

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    Oil has the same issue as camps, in that it is feature dependent.

    If you get a ground oil well, that's all folks.

    If you get a water oil platform, that's a lot of yields.
     

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