In his game he can build Furniture factory and Brick factory. Those will be necessary (well at least the Furniture factory) for the Luxury Furniture Workshop iirc. Still not clear on how bricks got tied into furniture though. Can see bricks as maybe a prereq for town hall. But wood would've worked as well there.
He had access to lots of Bricks already. I didn't look further than that to look at concrete because you only need either bricks or concrete (I agree wood should be added to that list for the Town Hall). So once he gets furniture from trading, he should be able to build them. None of these are vicinity prerequisites. Something is wrong here and I don't know if its the save itself, caching issues (building stuff is tied into caching of the most horrific magnitude of complexity to follow) or our index changes. The answer to not obsolete the furniture shop is sufficient for now.
And yet in reality they still do. Most are called small businesses or start-ups but they are basically "huts".
Call me a stickler but people don't build huts anymore and the name and button art matter to maintain the feel of the era. It disrupts the suspension of disbelief as a player far too much to still be constructing buildings of bygone eras.
However, I agree with your premise from a game design perspective. We do have need for some lesser version buildings that can help in building the infrastructure of a city up so it can ramp up to speed without being stuck on huge buildings to generate its production forever. But these can't be the same buildings as those being replaced and they also need to be replaced when the more advanced forms are constructed after opening up due to larger populations (or admin center building prereq which is just a population and culture prereq template ultimately if you use it as a prereq.) As we examine building chains soon, let's consider how we can make some ramp-in buildings to support smaller communities and captured cities in growing up.
So there's 2 dimensional axises for buildings to evolve along... interesting. More complex but better for gameplay.
The problem is (just to be clear about what we are talking about)
- a worked improvement will upgrade in 100 turns
- a worker can upgrade the improvement in 15 turns
This is the disparity being talked about. However there is another similar
This is not disparity. The worked improvement is not supposed to upgrade anywhere near as fast as you can get it to if you work over the improvement with a worker, showing both intent to solve the upgrade faster and the application of your national resources to do so without just sitting back and waiting for it to happen organically. Traits in my design will commonly manipulate one or the other or both - they mean different things. Thing is, normal organic upgrade times have to be significant enough to matter to want to get a bonus to that upgrade time. If we shrink the difference much, there won't be any motive to care to get a boost to that. Same must be said for work speeds. Who cares your worker just promoted when it doesn't make any difference. Even on faster gamespeeds it can make a difference with the current values so that's good.
And yes, to whoever said it earlier, gatherers ARE faster workers. But they also sacrifice themselves to complete most builds.
- a fortification with a unit fortified in it will upgrade in 50 turns.
- a worker can upgrade the fortification in 10 turns.
A fortification without a military unit in it will not count down to upgrade. A worker can go in and make improvements much faster than military staffing the gates.
As far as I can see you do want the "natural" upgrade time to be slower that the "active" upgrade time but do we want it to be such a big difference?
Yes. This rewards paying attention and looking for ways to improve how quickly you grow and thrive. And like I said, the intent is soon to have some leader traits be better at letting you ignore upgrades and just letting them take place in their own time. I think some civics can manipulate this rate of speed too but I don't think it's been a much used tag.
And you are saying #1 is attributed to the GS settings; iImprovementPercent = How fast tile improvements upgrade to the next level (eg cottages to hamlets). Normal is 100
Both are modified by gamespeed. The base time to upgrade on its own does factor off the same base construction costs though.
Does anyone know if the building adjustment to work rate on buildings is universal or just in the vicinity of the city with the buildin? I think we have some normal buildings that are adjusting work rate so multiple of them can cause problems.
I believe there's only a player wide global effect with that and it doesn't factor in to upgrade times, just worker work rates. Common buildings with this effect can compile far too dramatically so it should really only be a minor wonder ability and shouldn't be overused toooo much.