Thalassicus
Bytes and Nibblers
Oh, I meant this specific topic. I've edited my post to clear up that ambiguity.
The village policies and improvements are now back to the way they were in vem. I'll leave it back there as we focus on things we all agree need improving, such as the Armies section of the project.
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- Create a new science yielding improvement, so we have three building choices along with farms and villages
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This idea sounds interesting. Seperate the trading post from the village. Trading posts would give gold and use the G+K trading post graphic and villages would give science and use the vanilla trading post graphic (if possible?). I would prefer this or Ahriman's position over the current approach.
If you want more science but can't afford to grow due to happiness constraints, then you should build happiness stuff. I don't think we need ways to be able to get around happiness constraints. Science should come from pop and science buildings.otoh it would be useful if you want more science but can't afford to grow bigger due to happiness constraints
I'm opposed to this. Now that hills and forests all give the same yields regardless of the terrain they are on, flatland vs hill vs forest is about the only terrain variation we have left; food comes from flatland, production comes from hills. Adding a production improvement to flatland makes terrain feel even less significant than it already does.instead of a science improvement, why not a workshop that allows to get production from flatlands? that should provide more choices for improvements.
it could use GK villages graphics while TPs get the modded vanilla graphics. alternatively you could just make them quarries buildable without resources I guess.