Ogi123
The End is the Beginning is the End
So to no clutter main thread there are some thoughts about current improvements and what/why change them.
1) Windmill - currently useless at best you can get 2f/2g on hills/grassland with river, at time of machinery I usually run trade economy so merchant is always better. Considering that in this mod hills are max 1f by themselves and machinery is late tech I propose +1f/+2h/+1g. Nothing earth shattering since most hills give no yield.
2) Cottage - as for now I usually build them only when is impossible to irrigate plot, because more powerful farm + better specialist means that runing SE is usually more effective. Growth times to town are crazy long, merchant works from start. I already proposed change in main thread give them -1f/+2g and two techs to incerase this to -1f/+4g (printing press and ?), can be build without current restrictions, don't grow.
3) Watermill - As of now it's look not that bad... until you realise that you can irrgate and put tradesman to work. Two watermills on plains +4f/+2h/+2g(+6f on grassland), farm and tradesman +4f/2h/2g(+5f on grassland). Not much difference (1unhealthy?) and considering machinery is very late in tech tree I think it shuold get bonus. My proposition is +1f/+2h/+1g so same as windmill.
Any thoughts about this, why I' wrong, what I missed? Or eventually why I'm right...
Edit: Damn forgot about lumbermill, perhaps 2 or 3h? Since it can be only builid on forests it isn't that powerful.
1) Windmill - currently useless at best you can get 2f/2g on hills/grassland with river, at time of machinery I usually run trade economy so merchant is always better. Considering that in this mod hills are max 1f by themselves and machinery is late tech I propose +1f/+2h/+1g. Nothing earth shattering since most hills give no yield.
2) Cottage - as for now I usually build them only when is impossible to irrigate plot, because more powerful farm + better specialist means that runing SE is usually more effective. Growth times to town are crazy long, merchant works from start. I already proposed change in main thread give them -1f/+2g and two techs to incerase this to -1f/+4g (printing press and ?), can be build without current restrictions, don't grow.
3) Watermill - As of now it's look not that bad... until you realise that you can irrgate and put tradesman to work. Two watermills on plains +4f/+2h/+2g(+6f on grassland), farm and tradesman +4f/2h/2g(+5f on grassland). Not much difference (1unhealthy?) and considering machinery is very late in tech tree I think it shuold get bonus. My proposition is +1f/+2h/+1g so same as windmill.
Any thoughts about this, why I' wrong, what I missed? Or eventually why I'm right...
Edit: Damn forgot about lumbermill, perhaps 2 or 3h? Since it can be only builid on forests it isn't that powerful.