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