albie_123
Modding In Secret
I don't really see how building a stone circle late in the game is any different to building a castle to increase defense in the modern era, or an aqueduct to increase growth.
Building a structure requiresor
, while population is just there, without any extra investment. It's similar in theory and subtly different in practice.
Changing from a population bonus to a flat bonus would buff wide empires and nerf tall empires - not the goal of this thread.![]()
I liked the idea of reducing the power of early Markets and bringing them back to full strength at Currency. And doing something similar by giving Libraries a percentage boost at Printing Press.
YScientific progress conducted at town halls or squares is, hmmm, limited?
Agreed on both points - assuming libraries are flat until PP?
* I don't mind if it's a hall or circle, but I quite like the idea of a circle vs a monument as different ways of shaping your early development. And I think the changes to wonders Albie proposed are cool... Stonehenge spawning a mini-macchu pichu like wonder on grassland!![]()
This is precisely why I suggested the Circle. While I do agree (to an extent) that the Mentor's Hall is a historical feature of Civilizations throughout their development, monuments and stone circles represent the earliest ideas of a group: Whether they glorify their leaders, or look to the heavens. The idea of 'mentoring' almost seems like a social policy rather than a building.
My idea of changing the wonders was simply to increase early game choice, and for historical purposes: I think the idea of Stonehenge being a land-grab wonder is absurd, and another Improvement wonder is always fun.
Monuments and stone circles represent the earliest ideas of a group: Whether they glorify their leaders, or look to the heavens. The idea of 'mentoring' almost seems like a social policy rather than a building.
Mentors' Hall works for me. The idea of a circle seems more fitting, but Stone Circles have little to do with it, since they were more about ceremony. That's why I suggested Teachers' or Philosophers' or Story Circle. Another would be Oral Tradition (but it sounds like a tech rather than a building).
My idea of changing the wonders was simply to increase early game choice, and for historical purposes: I think the idea of Stonehenge being a land-grab wonder is absurd, and another Improvement wonder is always fun.
Stonehenge's culture burst is theoretically behind its tile expansion, so it doesn't seem so absurd to me (not that I think it belongs there best).
All of these solutions, mentoring, storytelling and monuments have holes in them as we're trying to shoehorn something into the ancient era for gameplay reasons were there isn't much of a case from a realism point of view which isn't tied to ritual or tradition.
If you buy into stone circles being proto-observatories...
You can link a stone circle to early astronomy at least. Scientific progress conducted at town halls or squares is, hmmm, limited?
How does a Stone Circle help the research of Iron Working, Trade or say Sailing?![]()
On a side note, why does a negative budget with plenty in the till lower science? What does one have to do with the other?
The latest big shake up of buildings moved Markets earlier. I liked the idea of reducing the power of early Markets and bringing them back to full strength at Currency.
I and others feel it was a bad decision by Firaxis to remove villages/tps from the first half of the game. It makes building improvements boring. I don't intend to adopt that change.With the emphasis being given villages under this variation, what will happen once G&K comes out? My impression is that villages are not even in it, though apparently "trading posts" are in the later game.
Stonehenge is the early Faith wonder in the expansion, which I kind of like. I haven't decided yet where to put the border expansion effect.Stonehenge's culture burst is theoretically behind its tile expansion, so it doesn't seem so absurd to me (not that I think it belongs there best).
Research should only be affected when we have 0 gold stored and negative gold rate. If it's not working like that, it's a bug.
I was thinking something along the lines of:
- Tier 1 building* at 4
.
- Library 1
per
. Then at Printing Press add 20%
.
- Market +1
to luxury resources, merchant slot and 20%
. Then at Currency add a further 30%
(so 50%
combined).