Should the building cost price increase mechanism in the current version be weakened or cancelled?

Should the building cost price increase mechanism in the current version be weakened or cancelled?


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    49
One thing slightly related to this change, but good to keep in mind, is that it seems like the overbuilding bonus card only seems to apply if you put in a building and don't re-adjust. Not sure if you have some production in if it keeps it, but I tried a couple times where I was like queueing up multiple buildings, if I swapped them around, I would see them go from like 5 turns to 7 turns, presumably because they lost that like 20% bonus to overbuilding.

But yeah, it's a weird thing to figure out if it's worth bringing your old cities forward as new ones in the new eras or not. Starting fresh is nice because you don't have the old clutter, but those old production buildings do help, for sure. It definitely encourages overbuilding, it's worth losing a few yields to get a building a turn sooner.
 
Actually that is very Not surprising. Generally you want balance adjustments in discrete chunks so you can see the effect. Right now they get to see the effect of the universal yield changes. Based on that they can then see how over/underpowered specific civs/leaders are in that environment.... then they can have the tweaks.
Well, more suprised at that absence while there were a lot of other areas with adjustements (city states bonuses, policy cards,...), but not not understandable either in the vast scheme of things.
 
A game is never "balanced" just like a game is never "finished" there is only the point at which they stop making changes, but there are ALWAYS changes that could potentially make the game better or more balanced.
That is true. But with the last patch, apparently some parts of the game are intentionally left unbalanced. So this is different from past patches, which tried to achieve balance. I just hope they don't leave it at that state for months.
 
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