Well that's a given, along with the walls line and constabulary line. gonna be a lot of disorder-buildings.
Not a given

I am hoping with the new version they can do so again without a straight up "-1 disorder".
Well that's a given, along with the walls line and constabulary line. gonna be a lot of disorder-buildings.
Not a givenI'm hopeful with some of the disorder updates walls will be good enough as is. They were in the early version of the new happiness sytem...they solidly helped fight disorder.
I am hoping with the new version they can do so again without a straight up "-1 disorder".
Walls and co help against unhappiness through their bonus to city strength, and if I'd buff them, I'd buff the castle way more than the walls
But yes, barracks and co being good against happiness is a good way to buff them to make them situationally powerful.
EDIT: Walls give happiness through safety, barracks however have all these nice little men inside called riot police. They help happiness level nonetheless![]()
Disorder is going to keep scaling with population as mentioned by gazebo so you're going to need a lot of buildings to combat it.
That's the way it'll work. The yield will scale with pop, but the average is derived from building defense and garrisons only. No more pop based or tech based yield increases.
H
G
a 40 pop city is still never going to have even close to the str/pop that a 10pop city does no what. This is what makes the whole thing bad imo
I agree that Amphitheatres look boring - really boring actually - why not buff them to +2 culture?
My thoughts on where we are at with V1.1
Food/Growth Buildings
Granary - No change
Watermill - Maintenance reduced from 2 to 1.
Aqueduct - +1 food to Lakes, Oasis
Garden - +1 food to Citrus, Wine. No terrain prereq.
Hospital - -1 maintenance. Reduce cost slightly
Medical Lab - No change.
--I still prefer 2 hammer, 1 food watermill's, production is more scarce than food after all around rivers.
Faith Buildings
Shrine - No change
Temple - +1 faith on incense and wine, -1 maintenance. Shrine no longer a prereq
--Fine!
Culture Buildings
Amphitheater - +1 culture to Dye (no silk, cotton, or furs) +1 culture
Opera House - +3 culture, +1 culture with Silk. Amphitheater no longer a prereq
Museum - Opera House no longer a prereq
Broadcast Tower - Museum no longer a prereq
--Don't we add too much culture? I would like a per population effect, but those seem too strong, maybe a +5% culture instead? Again, if we buff Great Works with Aesthetics, these may be fine alone
But no GP points on culture buildings please.
XP Buildings
Barracks - No change
Armory - No change garisoned unit pays no upkeep
Military Academy - No change -1 disorder
--The result of the poll: Barracks fine, Armory for one city, MA not good enough. Thus some changes are needed, my proposal above
Happy Buildings
Colosseum - +1 happy, -1 disorder
Zoo - +1 happy, - 1 illiteracy
Stadium - +1 happy, -1 poverty (maybe misremembering this one), reduce building cost slightly
Circus - +1 maintenance.
--fine
Stables, Forges, and Stone oh my!
Stables - Add +1 production. Now all mounted units gain +15% production.
Forge - +1 production to Iron, Aluminum, Coal, Uranium, Oil. lose the building?
Stoneworks - No longer has a terrain prereq.
--We can lose the forge, Iron would go to armory, coal to factory (?), oil to exchange, uranium to nuclear plant, aluminium to recycling center.
Sea Buildings
Lighthouse - No change
Harbor - No change
Seaport - +2 prod, 25% bonus to naval production. +1 gold on seatiles?. Harbor no longer a prereq.
--fine
Money Buildings
Market -+1 gold spices and sugar
Mint - +2 gold, +1 gold to copper, silver, gems, gold
Bank - No change
Stock Exchange - No change
Caravansary - +1 gold, +1 gold to truffles, cotton, fur
--Still meh about the caravanseray, maybe move gems from the mint to here (the mint is good enough already)
Science Buildings
Library - 1 scientist slot (was 0) , no increase in maintenance
University - 1 scientist slot (instead of 2), +1 science to jungles (was 2), +1 maintenance.
Public School - +1 maintenance
Research Lab - +1 science to jungles (was 0), +1 maintenance.
Observatory - mountain needs to be within 2 tiles instead of 1.
--seems fine.
Hammer Buildings
Workshop - No change
Windmill - No change
Factory - No change
Hydro Plant - Requires watermill (no aluminum). -2 maintenance.
Nuclear Plant - No change
Solar Plant - No change
Recycling Center - No change
Spaceship Factory - No change
--seems fine
Security Buildings
Constabulary - -1 discontent, poverty. 25% spy reduction
Police Station - -1 discontent, 25% spy reduction
--Very strong with the happiness, but why not.
Tourism Buildings
Hotel - No change
Airport - No change
--fine
Military Buildings
Courthouse - 140Production cost, +10Production cost per Citizen population. No maintanence cost, higher rush buy cost.
Walls - 100 hitpoints (was 50)
Castle - 150 hitpoints (was 25)
Arsenal - 200 hitpoints (was 25)
Military Base - 250 hitpoints (was 25), -25% damage from aircraft, and -50% damage from nukes.
Bomb Shelter: Removed from game.
--fine