too many hamer

milka

Chieftain
Joined
Jun 26, 2007
Messages
8
FFH2 0.3 need too many hamers for building more then original BTS


EX)
warrier 6 turns
granary 56 turns :sad:


its too hard to make basical buildings at citys
 
If this is your first time playing FFH2 things will be a lot different, you just need to get used to it and mold your strategy accordingly. Granaries aren't nearly as powerful in FFH and should only be built in cities that have nothing else to build or are population cities.

Actually when looking at your post it seems that your city is producing one hammer a turn and is six hammers away from a warrior and fifty six away from a granary.
 
Granaries and Smokehouses are great if you're running slavery. I never notice building costs since I play most FFH2 games on Quick mode. Anything else is just too slow...
 
I often build them primarily for the Health bonus, but yes, I consider them a much lower priority in most situations in FfH II than in Vanilla BtS. The main exception is if I'm consuming population for some purpose (production or XP).
 
I find that whereas in Civ4 I went for granaries early on for higher pop growth, now they shine more late game for the health boni once I have enough of the special resources.

That being said i'll still build them if nothing better presents
 
milka isn't specifically talking about Granaries. That was just an example. I see his/her point. Buildings cost a lot more than units. So in the early game it takes a great deal more time to build a building than it does a unit. I don't personally have an opinion right now on if the cost of buildings should be altered in relation to the cost of units... but that is what the OP is about.
 
I see the point, and it applies to all cities when they are first founded - it is difficult to make them useful (even in a small way). Its a big restriction on any player (beginner or not) who begins in a difficult terrain - say the middle of a jungle, where food is limited and growth restricted until you can get to your second city.

what might be beneficial is to allow the player who doesnt need to build military units access to the most basic of buildings from the get go, or even access to new buildings with only small purposes.

1) The elder council is a 60 hammer quickbuild job providing a small science boost, but is two techs away from the start.
*Remove tech prerequisite, or bring forward to ancient chants*
2) Podium - Proposed new 'minor building', maybe 30 hammers, (allows one Bard specialist) (or possibly +1 culture, -1 commerce)
3) Stall - Proposed new 'minor building', maybe 30 hammers, (allows one merchant specialist) (or possibly +1 gold, + 5% crime)

Thoughts?
 
I agree. If I found my city on a plains/hill there comes a point where I don't really need another Warrior or Scout, but I don't want to stifle population growth with a Worker or Settler. I often end up with a half-built Granary while waiting for another option to open up. Problem with Elder Council is maintenance cost.
 
3) Stall - Proposed new 'minor building', maybe 30 hammers, (allows one merchant specialist) (or possibly +1 gold, + 5% crime)

I'd build these so fast... Great Merchants are fantastic great people, even more so in FFH (imho), and giving me more early is even better...
 
Problem with Elder Council is maintenance cost.

I think you are confusing the elder council with the obilisk in earlier versions.
Elder councils had a minus to culture which was dropped because of "imploding" cities.
Now only markets have a negative.
 
I think you are confusing the elder council with the obilisk in earlier versions.
Elder councils had a minus to culture which was dropped because of "imploding" cities.
Now only markets have a negative.

I don't really get why they just make markets +2 commerce and be done. Gold is virtually indistinguishable from beakers as long as you're running less than 100% science... and the fun part is that the -1 beakers is multiplied by science % increase buildings!!
 
I don't really get why they just make markets +2 commerce and be done. Gold is virtually indistinguishable from beakers as long as you're running less than 100% science... and the fun part is that the -1 beakers is multiplied by science % increase buildings!!

Cause it would be less of an option to build them then.

With a negative on a building you get an incentive to NOT build the building, which makes it a whole lot more interesting.

And to the topic, I find the costs of buildings quite balanced and good. You aren't going to build all buildings in every city anyways. (except maybe in some powerhouses). So specialize. Some cities will be pure unit factories, some money makers, etc.
 
I personally think we could use penalties on a few more buildings, balanced with some bonus for every building. I hate buildings that do nothing but make units availible, and believe that adding more boni to these buildings would make the AI more likely to build them for their own sake, thus making better units availible to them, and making the AI more competative.
 
I personally think we could use penalties on a few more buildings, balanced with some bonus for every building. I hate buildings that do nothing but make units availible, and believe that adding more boni to these buildings would make the AI more likely to build them for their own sake, thus making better units availible to them, and making the AI more competative.

I like this idea.
 
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