Mines vs Quarries

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.
 
Given the upcoming changes to Workshops and Lumber Mills/Logging Camps, what if the yield bonuses from the Workshop also affected Quarries? It makes sense that a Workshop could potentially be enhancing the output of all quarries as more workspace and specialized tools are available to help refine the output of marble, amber, lapiz, etc.

Upcoming what now?
 
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.
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.
 
Upcoming what now?

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?
 
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?
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.
 
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I would not mind castles getting a little standard extra oomph. That could be interesting.

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
 
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.

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
 
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.
 
Side note, Oil Wells give 4 :c5production: 3 :c5gold: at most by game end. Yields from Oil are not increased by buildings (except Ostrog), and no Policy affects Oil Wells. Perhaps some love here?
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:
 
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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