[Tuning]: Buildings - Round 2!

as i said, if there is really i little what to do with espionage due to its hardcoding? than we could at least add to spies some low random chance lvl up in rigging/ taking cup and to def spies, if possible, add something improving city defense)lowering foreign religious pressure,low crime, add def points( which off spies could lower) etc. ofc if possible and if team would be interested and have time for that. again sorry for my english.

Already works that way (leveling up from defense, lowering defense need, etc.).
 
all at all, it is still weaker site of mod, ofc imho and last one. barbarians were second, but its past now.
 
I more or less like the buildings at the moment as they are. Some thoughts, anyway - from a perspective that is almost always rather building more buildings than doing research/arts/farming/gold passively. My building maintenance is always through the roof :P

Unless going very growth-heavy (say, early food-buff civ + Tradition/Progress), Council feels a bit underwhelming... but I rarely mind it, it just feels like an additional stepping stone to the "actual" science buildings if anything. Very rarely a priority.

Water Mill seems fine, as the difference to Well is not that huge (you get Well earlier unless deliberately beelining, after all).

Forge is sometimes 'meh', sometimes 'I need that production/engineer slot yesterday', which probably means 'it's fine'. Though usually, it's built as a part of Arena/Barracks/Forge/Armory to boost up a new city's production to something bearable, but works in the end. Not splashy, rarely used when the tech comes, but useful in the end.

Aqueduct is much like Council for me: sometimes you want to grow your cities like no tomorow... sometimes it's actually a bad idea. Reducing that poverty is nice though.

Castle is boring, but does what it does. Which I guess is historically accurate :P

Circus is good no doubt. Probably not that OP though, as it still takes a decent amount of hammers - I usually end up building them to counterbalance my awfulbad happiness and the culture bonus is just kind of a... well, bonus there.

Zoo is... well, mostly interchangeable with Public School (IIRC that was the science building in the same tech), sometimes even prioritized more when I want to go for pure culture. Good for me.

Seaport is borderline 'too good', I find myself beelining for it a lot. But, I like my seafaring playstyle.

Arsenal I agree with, it's mostly an afterthought to build it after everything relevant has been done. Even for cities potentially under siege, it does not feel like it makes much of a difference.

Museum is almost purely relevant with whether or not you're going culture victory (whether or not you're dedicating a city to spamming archaeologists or not...). If yes, it's the best thing since sliced bread. If not, it's just another +2 culture in a city. Le yawn, but I think it's really fine.

Hospital is fine, though *mostly* in those going-uber-wide Order games where you're still settling new cities in Modern/Atomic and want to rush up them. Otherwise it's just 'meh' - you build it because you probably want it to have been effective 200 years from this point, not because it's an interesting building.

Stock Exchange does more of what its' predecessors do. Money. Is fine.

Wire Service starts going to the department of 'if going for X victory, do it' - in this case, diplomatic. Is fine, though I rarely see a reason to build it outside of D-victory attempts.

Broadcast Tower I like, but I might be biased as over half my games end up with Aesthethics filled...

Foreign Bureau: see Wire Service.

Medical Lab is same as Hospital, though even more so. If you're settling/conquering a ton in the lategame, it's very good. If not... leave it to last, really.

Police Station is, outside of capital, almost always the last building my secondary cities build.

Military Base I rarely build unless actively going for aircraft/being desperate with defence.
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After playing more I've changed my mind. The market and bank are fine. Of the buildings on the list the ones that seem underwhelming still are:

Counsel: It is a strange building. The bonus makes you want to build it early to take advantage of it, but there are so many other things I'd rather build. Maybe this is a good tension for the building, but I find I usually put building it off. Maybe it is fine though.

Walls through arsenal: Walls are ok just because that fist bump helps weak cities and it is cheap. But every defensive building after feels expensive and unnecessary. If they gave some kind of secondary effect it could help. Maybe extra happyness or culture with garrisoned troops. Or a little xp to new troops?
 
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Don't barracks, armories and military academies help more in that regard? I haven't looked close at the math, but it still feels underwhelming if those buildings give a little effective happyness.
 
Is it possible for units to receive less than 1 xp? Defense buildings could also give a fraction of xp per turn to a garrisoned unit. If the same warrior upgraded to mechanized infantry over 2000 years guarded the same wall they should be an elite unit right?
 
Bringing this discussion back up, it seems that the one building that has a fair amount of consensus is the council building. I still argue for at least a maintenance reduction if nothing else just to give it a little something.
 
I think the council and the watermill are on opposite end of the 'early' spectrum - they each need to be brought towards the median slightly.

The rest, though, I feel pretty good about. Keep in mind that with recent fixes/changes to espionage, the police station is much, much stronger than it used to be.

G
 
Removing the maintenance on Council would be welcome, especially since it comes at the point where maintenance can put you into the negatives and in many cases I find myself looking to economize.

Don't barracks, armories and military academies help more in that regard? I haven't looked close at the math, but it still feels underwhelming if those buildings give a little effective happyness.

I believe the way it works is that Barracks reduces the required defense value by something like 10% and Walls increases the defense value directly. Walls are much better for reducing unhappiness from Crime early on than Barracks. Also, Military Academies don't reduce Crime.
 
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