Plantation on banana not worth it?

I've thought about something like this, but just a bonus from a granary doesn't do much if all food sources tend to get it the same way.

I've suggested in the past special bonuses for different buildings depending on the resource (much like Stone is stone works, Mint is gold, silver, and copper, etc.). But it would be things like Sheep and cotton giving +1 gold if you have workshops (textiles), creating a bonus resource of Rubber that gives +1 production in Jungles and allows you to build a factory in that specific city if you don't have coal. Copper would be changed to a bonus resource that gives production or gold but still allows you to build a mint.

Basically, each resource might start similar, but it'll give you something different overall.

Sure, more variety is nice. I suspect that the reason for fewer resource-oriented buildings in this iteration is that the early-game build queue is already very full. If we're just tacking bonuses onto buildings that you'd probably want anyway (e..g granary, workshop), then that's probably OK. If we're building extra buildings (e.g. Stoneworks), then we're going to have building overload! How often do you get to build every Stoneworks, Stable, and Mint that you want to build? I almost never do.

I see the food resources as different flavors of the same thing. You get bananas in jungles, wheat in plains, and deer in forests, but in the end it's all just food and it all does the same thing. I'm actually OK with that. And why aren't cattle part of food?!

The mints for gold and silver actually bother me because most other luxury resources don't get any such bonus buildings. Sure, salt is more powerful than the others and marble gives you a small bonus to building wonders, but what about the rest? I'd like to see mint-like buildings for the others.
 
Well, they don't have to be early buildings. Workshops are medieval, for example.

The plan would be to include luxury resources into the category of bonus things. An exception would be Marble, though, because they already give you something special (faster wonders).
 
Well, they don't have to be early buildings. Workshops are medieval, for example.

The plan would be to include luxury resources into the category of bonus things. An exception would be Marble, though, because they already give you something special (faster wonders).

I'm really ok with how it is, but I wish you were able to mint copper.
 
I find it really annoying in this game that you can't put normal improvements on tiles with luxuries or other resources.

Latest irritation - being unable to put brazilwood camps on an an archaelogical site. I DO NOT WANT TO LOSE THE JUNGLE BY DIGGING!!
 
I find it really annoying in this game that you can't put normal improvements on tiles with luxuries or other resources.

Latest irritation - being unable to put brazilwood camps on an an archaelogical site. I DO NOT WANT TO LOSE THE JUNGLE BY DIGGING!!

I don't think digging destroys the jungle just the improvements you might have on the jungle. (trade posts/brazil wood camps)

I might be wrong though. I just think I remember keeping some forests after digging before. Just don't put up a monument.
 
It does wipe out jungle/forest unfortunately.

Really annoying when playing as Brazil to find 3 or 4 antiquity sites in your strongest tiles :(
 
Trading posts on bananas? What madness is this?!

MADNESS?!

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I really dont follow this rule at all. I think its stupid to ignore the food. Science is based off of pop with modifiers like library and public school. I would rather have a larger population that can do more to get science then to have a small pop with +2 science. I hate it when i see the bananas untouched by AIs and players.(the video is unrelated but this thread reminded me of it lmao)
https://www.youtube.com/watch?v=JSTLA5jYdhg
 
I'd rather have the 4:c5food:2:c5science: than 6:c5food:. The former also comes earlier. I try to save as much Jungle as possible for Trading Posts unless I am in need of :c5food: or :c5production:. It's like having free Science specialists. Plus it gets insane when you have Commerce and/or Rationalism, or Sacred Path! 2:c5food:3:c5gold:3:c5science:1:c5culture: tiles... Mmm!
 
All food bonus resources should be more valuable if improved. Grapes should be changed to allow options for a winery or for a food source, with different bonuses for each.
 
It makes me miss corporations from civ 4. If I had like 4 million rice late game I'd have a cereal company to spam.

Right now it keeps a tally of a bunch of resources I don't care about because they have no purpose like how many bananas I have.

Agreed ... and it also made obsolete resources like iron useful in the late game.

I always end up towards the end of the game with lots of horses, iron and even coal that's not used and it would be super to be able to tie them up into a corporation and sell them off as products to other civs or city-states.

Yes and bananas and the like should add to resource diversity. How many gazillions of bananas are sold all over the world every year? You won't find a single foodstore or supermarket that doesn't stock bananas that have travelled thousands of miles to be sold.
 
like how you can get hammers for clearing a forest, i wish you could get beakers for clearing a jungle if you had uni's. this would let the decision to put a plantation on bananas be a little easier. i think on standard settings similar amounts like 20 beakers for jungles within your borders or lesser numbers further from the city wouldnt be too OP or anything.
 
Yes, but removing the jungle leaves bananas on a plains tile.

I've seen Bananas on Hills, and in such a case, you can get a 4:c5food:2:c5production: tile, which is rather nice. That's the only time I would remove a jungle from a banana though. Maybe if it was on plains.
 
Bananas should give happiness. If not for being the most popular fruit in the world, at least from the penis jokes.
 
98% of the time it's not worth building a plantation.

This is not new.

We have been telling fraxis for over a year and they refuse to change it.

Just not auto removing the jungle when building the plantation would be enough.

The main reason is, if you have jungle tiles they produce early food so by the time you can build plantation you don't need food as much as you need science, culture and protection that the jungle provides.
 
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