- Joined
- Jan 4, 2018
- Messages
- 1,208
A word of thanks to you from me. I'm on testing now.
OK, thx. Do you know by chance where are those parameters in files? I can't find them.Tourism gives bonuses to the origin city of each trade route to other civs depending on influence.
Gazebo modified growth and gold bonuses.
Didnt you think you overnerf forest and jungles a bit?
TBH this is kind of the philosphy of many changes lately, something is op and gets nerfed so much its pretty much garbage (apolestic tradition, oracle, etc.)
But it's better than buffing everything... and the examples were clearly at the very strong edge before, and the New Apostolic Tradition is surely no garbage. The Oracle seems a bit overnerfed indeed, but that will equilibrate in the future... the free policy was total OP. .
The proposition to diversify jungles and forests seems good to me, giving them 2 different yield increases. Personally, I would like the tourism on zoos to stay, however, I don't think forests are overpowered for this, and it's good to have a clear wide option for tourism.
Couldn't agree more. Proposed solution:The workshop (and to a lesser extent the forge) is in a weird place right now. On the one hand, in the cities catered to a workshop (aka big forests), the workshop is an amazing building. Otherwise, its pretty weak. But its the prereq building to enter into the later game production buildings you need to keep up in hammers. So its either:
a) A building I love to build, frothing at the hammers I am about to get
or
b) A building I curse having to spend time on
I feel that the workshop is in the herbalist or stoneworks model right now....but since its the key prereq building its sitting in a different place. So if we are going to nerf forests I would be fine making the workshop just a more core solid building and less terrain dependent.
I'm in a mid-Medieval game as Shoshone (liberty -> fealty). So far the gold investment changes seem a bit off - investing in buildings is very cheap now, yet gold income is about the same early game, so it's been very easy to build almost every building in my core cities even with the liberty nerfs. I'm dominating this game much harder than usual, though that's also partially due to having a very good start.
The other changes in this patch generally seem fine, and have not been as noticeable as the gold change.
So I just entered industrial in my game (Emperor,Germany, Authority-Statecraft-Rationalism). I have 6 cities and 2 puppets, I actually feel like I have more gold than before. Not in raw numbers wise, but I actually invest in 80%+ of my buildings and am running out of things to build in every city. But you allready said you adjusted the formula so mybe it is allready fixed.
There are only few changes, which impact gold generation. The nerfs to progress and industry were justified, and the specialist nerf from factories too. But theres nothing more to regulate the late game gold overflow, you can still get thousands of gold.
Also, the food overflow isnt touched. Generating 40+ food in every city with buildings only is part of the problem. Reducing the flat food from buildings and +food/+growth would leed to less grow of cities. Which would leed to less yield generation and specialist.
Remove the food for forest and jungles from herbalists and give it some other effect. Now you have to decide, do I want more growth and work farm triangles, or do I accept less grow but still get other yields. This alone would remove the universal advantage of forest/jungle tiles, (each tile with more than 2 food generation increase the growth).
Woah now, I think you're breezing over the bank nerf. That alone is making a huge impact late-game. Also increased maintenance costs for buildings.
G
8 cities = 8 gold for every custom house and caravansery = 8*16 = 128 gold. Multiplied with 35% modifier = 172 gold. I agree, removing this buff is a good start.
I compare this with 2-2.5k gold generation in my current game of a previous version (I do not even count gold through events, so it does not mean the nerfs are not taken into account).
Compare the numbers and you see, there is no HUGE impact from the former bank effect.
Even if I double the gold maintenance from buildings, I still would have over 1.2k gold surplus.