45°38'N-13°47'E
Deity
Seems good to me too
Talking about Early Buildings:
- Weaver
- Potter
- Boatyard
- Apiary
- Stoneworker
- Sculptor
- FirePit
- EB Gate House
- EB City Gate
- Beadmaker
- River Authority
- Candlemaker
- Fishtraps
- Townwatch
- Treadmill Crane
- Construction Firm
- Furrier
- Elder Council
- Wheelwright
- Tailor Shop
- Marina
- Gambling Hall
- Tax Office
No doubt Afforess thinks it unbalances the game, the list is huge, some buildings here do have incredible effects, not to mention some are not so early like Treadmill Crane, Construction Firm, Marina, Gambling Hall and Tax Office and some don't get obsolete like Apiary, River Authority, Town Watch (only defensive bonus), Construction Firm, Marina and Tax Office (although Gambling Hall doesn't obsolete, it is replaced by the Casino, which isn't an Early Building).
Of course the difference between a game with Early Buildings and one without Early Buildings is big. I don't think Early Buildings should disappear, but rather be incorporated into the game. I don't think they balance slower games, but rather unbalance them. With all that stuff going on about balancing issues with the Trade Routes possibly getting rid entirely, Early Buildings could be redone too. IMO there shouldn't be this option, but rather incorporate all early buildings into the game and balance them if needed.
Early Buildings are Not as unbalanced as Afforess has claimed. Especially in the light of his statement that he doesn't use the option. Now if Aff uses them on a regular of even semi-regular basis and would state Why he thinks they are Unbalanced I would be in more agreement here.
But as they stand I don't feel they are a game impediment but an early game enhancement and are not Unbalancing to the early game.
Incorporating the option into the game as a core function is not a problem with me. But asking for a reduction and rebalancing for Marathon game speed is.
JosEPh
Early Buildings are Not as unbalanced as Afforess has claimed. Especially in the light of his statement that he doesn't use the option. Now if Aff uses them on a regular of even semi-regular basis and would state Why he thinks they are Unbalanced I would be in more agreement here.
But as they stand I don't feel they are a game impediment but an early game enhancement and are not Unbalancing to the early game.
Incorporating the option into the game as a core function is not a problem with me. But asking for a reduction and rebalancing for Marathon game speed is.
JosEPh
and
, respectively. They don't obsolete for a long time. They are pretty overpowered.Wheelright, Apairy are the two that stick out in my mind. They produce massiveand
, respectively. They don't obsolete for a long time. They are pretty overpowered.
I think they could be merged into the core game. One idea might be to make certain buildings depend on a gamespeed instead of a gameoption. Like they could only be built on GAMESPEED_EPIC or slower.
of wheelwright, but massive
of Apiary? It gives +1
, do you think it's massive?
Apiary doesn't obsolete, and I agree with the massiveof wheelwright, but massive
of Apiary? It gives +1
, do you think it's massive?
is a lot.For how early the building is, +1is a lot.
), so it's also interesting to pair both buildings to supply another popFor how early the building is, +1is a lot.
. I don't find running research at 30% or below to keep my empire from going on Strike a plus. Even with the New Tech Diffusion being on.
from WW as "Massive" in any way at all. Was that perhaps a bit of gloss, over exaggeration to make a point?Over the past several years I've found that the Early Buildings option is vital to an interesting game from the get go. And it actually benefits the AI. So far as making them Core that I have no objection or concern over. And would welcome them as part of the main mod. But I am only 1 opinion.
JosEPh
is not too much.
boost buildings, because its low
bonus compared to its cost.I agree it's substantial, but massive? 1/3 of a pop food consumed, and soon after comes the Butchery (minimum +2), so it's also interesting to pair both buildings to supply another pop
outputs of some of the EB might be needed, but I see it sensible after it has been decided what to do with trade routes.Is this based on your position that early game all cities should be small pop (under size 5) for all of the ancient and early classical eras so that the game will still be undecided by Ren Era?
Apiary is what save most of my games from stalling out early. Slow growth is much better than stagnation.
Wheelwright takes 2 more improvements/other buildings to reach it's full potential. And again keeps the early game from stalling out for lack of. I don't find running research at 30% or below to keep my empire from going on Strike a plus. Even with the New Tech Diffusion being on.
@Spirictum,
Nor do I see thefrom WW as "Massive" in any way at all. Was that perhaps a bit of gloss, over exaggeration to make a point?
Over the past several years I've found that the Early Buildings option is vital to an interesting game from the get go. And it actually benefits the AI. So far as making them Core that I have no objection or concern over. And would welcome them as part of the main mod. But I am only 1 opinion.
JosEPh
with each of Trade and Chariotry
pretty soon after you're able to make wheelwrights. And Wheelwrights are obsoleted only with Machinery, an almost medieval tech (1.5 eras later then wheelwright).
. Having foreign Trade it's impossible to yield less then 2.
(imagining you can't have a single Trade Route)
(it'll be a fraction between both)
by techs going to 3
for TR, totalizing 4-5
if no foreign TRs and no overseas cities
if bad foreign TRs and/or overseas cities
if good foreign TRs
it seems the best option up to its obsolescence:
and after City Planning (roughly half way to Machinery) it may start giving 2. 3 if on river;
;
(because you need the resource, and it gives +1) and may get to 5, but it needs 1 resource of each of the different types to get +1 so it's a lot harder and will probably be obsolete before you may get all resources, as it obsoletes with Machinery too;
, but to give 2 or 3 it gives 1
, anyways its resources are a lot harder to have then Weaver's, and Potter's Hut gets obsolete with Glass Blowing (beginning of Classical Era);
and +20%/25% of TR income. Not only weaker then WW, but also helps WW TR bonus;
but brings -3
and needs Patrician or Bourgeois;
with those buildings, and more commonly with both combined;
+1 TR, +25% TR yield, +25% foreign TR yield and may give up to +3 if you have each of the 3 resources needed;
with production too, but with a penalty to food, defense and health, and needs vassalage civic;
, comes at the same time of Machinery and may only be built if you have an ingloo and consequently is near the pole and to a tundra/ice tile;
but it comes exactly when Wheelwright gets obsolete.Butchery has resource requirements, which may or may not be met. Apiary is always available.
. If you happen to have Fur you get it giving 1, if you have only one of any of the ones mentioned before, you get 2. If you have also at least one of each of the others mentioned before, you get +1 for each. These seem to me the most common resources to find (not all at once because of mapscripts, but at least one of them, with the exception of Fur). And both buildings come together. Massive for Apiary is an exaggeration IMO, but it's indeed strong.Apiary could obsolete somewhere in the Medieval possibly, or be introduced slightly later (Late Ancient / Early Classic) if that would help ease the powerfulness of it a bit?
I don't think Apiary should ever obsolate.
+1 Totally.
With one thing caveat that has bugged me over the years, and that is being able to have a beehive in Ice and Tundra cities.
There is a way to limit it's range to exclude tundra, permafrost and ice terrain.
JosEPh