Nerfing the Granary

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May 22, 2020
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Intelligent use of granaries is one of the major edge the human player has over the AI. One can perfume the AI to build them earlier but even then it's too expensive and the AI would often end up being stuck at pop 5 running entertainers. I'd like to nerf the granary and make it cheaper so that it's a no brainer for the AI to build it first. C3X gives us options of a city improvement generating a local only bonus resource. A granary can thus generate an extra food, basically turning a normal civ's city into a riverside Agricultural one. So how many shields would such an improvement be worth? 30? 40?
 
I think it's pretty hard to say, but the good thing is that it'd be the same playing field for everyone. The bad part is that every problem comes down to AI usage of the building, and since it can only be told "build more of this" or "build less of this", without any regard for the situation, it can never ever be as good as in human hands.

So I think it's not something you can really fix, short of making the granary free & automatic for everyone.
 
I wound up applying the Granary effect to Hospital, which means that everyone builds it and then has to contend with really rapid pop growth in the Industrial Age and get access to luxuries, build improvements, or engage in luxury spending to keep these newly large cities happy.

I've made the Granary a +1 food improvement that provides 1 happiness to reflect the stabilizing effect of a steady grain supply. The +1 food effect is also useful for later in the game to keep cities with an uneven quantity of food from going through the growth-starvation cycle at their size cap.
 
I wound up applying the Granary effect to Hospital, which means that everyone builds it and then has to contend with really rapid pop growth in the Industrial Age and get access to luxuries, build improvements, or engage in luxury spending to keep these newly large cities happy.

I've made the Granary a +1 food improvement that provides 1 happiness to reflect the stabilizing effect of a steady grain supply. The +1 food effect is also useful for later in the game to keep cities with an uneven quantity of food from going through the growth-starvation cycle at their size cap.
Really like this idea. I'm gonna do it as well.
 
I wound up applying the Granary effect to Hospital, which means that everyone builds it and then has to contend with really rapid pop growth in the Industrial Age and get access to luxuries, build improvements, or engage in luxury spending to keep these newly large cities happy.

I've made the Granary a +1 food improvement that provides 1 happiness to reflect the stabilizing effect of a steady grain supply. The +1 food effect is also useful for later in the game to keep cities with an uneven quantity of food from going through the growth-starvation cycle at their size cap.
Uhm, you just even out the food supply of uneven food cities... and make the food supply of even food cities uneven now. :D So you're just flipping between the two.
 
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