Suggestions and Requests

Maybe only +1Commerce in the beginning and add a hammer with Railroad?

Also give Watermills +1 Food and Commerce with some late medieval techs and remove the bonus from Central Planning. Ideally late game Watermills should give 1F2H2C regardless of civics. If that seems overpowered increase the time it takes to build them and/or buff towns.
 
Considering the role of the fort - which corresponds to garrison in modern times - as the residence for 'many people' and affecting to local economy began with introduction of reservist and standing army, I recommend the Nationalism tech for additional commerce one.
 
Why the fondness for watermills?
 
Why the fondness for watermills?

Because they are my favorite improvement. If you have the workforce for it they should be a no brainer for most river tiles unless you really want a particular city specialized purely for commerce in which case towns are the way to go.
 
Nah, I disagree. Usually rivers are where most of the population is concentrated. It makes sense to have towns there unless you specifically want to have production.
 
Nah, I disagree. Usually rivers are where most of the population is concentrated. It makes sense to have towns there unless you specifically want to have production.

Well... Currently workshops are overshadowing Watermills in that department. Also why do Windmils still provide 2 commerce?

We could always give towns another hammer with some Modern tech regardless of civic.
 
We could always give towns another hammer with some Modern tech regardless of civic.

Maybe give towns +1 hammer with environmentalism (technology) and +1 with environmentalism (civic) instead of egalitarianism. It represents recycling.
 
Maybe give towns +1 hammer with environmentalism (technology) and +1 with environmentalism (civic) instead of egalitarianism. It represents recycling.

I don't know, I think it should rather represent something like the service sector or working at home. Computers perhaps? Apart from the Internet it doesn't really have anything going for it.

Environmentalism, if we keep that civic, is fine giving extra commerce to windmills and forest preserves. While I'm at it I think we should move Lumbermills to the early medieval age, people should have an incentive to actually keep forests around that long.
 
Nah, I disagree. Usually rivers are where most of the population is concentrated. It makes sense to have towns there unless you specifically want to have production.

Well then, why not make cottages grow faster near fresh water (or slower without access to it).
 
Okay how about these late game yields:

(Assumig all techs, irrigation and railroads in place but no relevant civics, WT stands for Worker Turns)

Farm
2F
4 or 5WT
carries irrigation

Town
1H7C
4WT + a while of working cottages, hamlets and villages, consumes worker (because they settle down I guess)
Acts as a city; +10% Defense; carries irrigation

Mine
3H1C
4WT
Small chance of discovering resources

Fort
1H1C
10WT
Acts as a city; +25 or 50% Defense; carries irrigation

Lumbermill
2H1C
5 or 6WT

Workshop
-1F3 or 4H1C
6WT

Watermill
1F2 or 3H2C
8 or 9WT

Windmill
1F1 or 2H2 or 3C
6 or 7 WT

Forest Preserve
1F2C
5 or 6WT
carries irrigation
 
Small buff for windmills sounds great:goodjob:
In the end on this map not so many hills.
And, as for me, I'm usually prefer to replace windmills with cottages, when city able to grow again (after Biology and/or refrigeration discovered).
 
Well... Currently workshops are overshadowing Watermills in that department.
Not really, since workshops cost 1 food, which is more valuable than any other yield type.

We could always give towns another hammer with some Modern tech regardless of civic.
Which would also increase the overall production available in the game.

Environmentalism, if we keep that civic, is fine giving extra commerce to windmills and forest preserves. While I'm at it I think we should move Lumbermills to the early medieval age, people should have an incentive to actually keep forests around that long.
That I agree with.

Well then, why not make cottages grow faster near fresh water (or slower without access to it).
While that's not a bad idea, I don't think rivers have to be buffed in terms of their value in the game.
 
Which would also increase the overall production available in the game.

But not by much, and you are working on adding some more hammer sinks in the lategame anyway.
 
Not much? Towns are widespread in the late game. And that I'm working on introducing more production sinks in the late game just makes me more reluctant to increase overall production.
 
Not much? Towns are widespread in the late game. And that I'm working on introducing more production sinks in the late game just makes me more reluctant to increase overall production.

Well... We could always cut back on corporations I guess?
 
That's actually a good point, they're hard to balance right now because their effectiveness depends too much on available resources.
 
That's another problem.
 
Yeah, RFC has quite an overabundance of health resources. At one point I proposed introducing new resources that give food to the tiles, but do not provide health, and replacing some of the existing food resources with these.
 
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