I'm in the middle of a comprehensive look at all of our buildings, and one thing that I am trying to avoid is "orphan" buildings. Orphans are buildings that have no connections to other buildings, either through replacement or through prerequisites Most buildings can be categorized as belonging to a
line that is connected by replacements (like Docks-Harbor-Port-Seaport-International Port) or a
group that is connected by prerequisites (like Library-University-Research Laboratory-Cloning Laboratory-Cloning Factory-Body Exchange Clinic) or being part of a special building type group (Myths, Temples, Monasteries, Cathedrals, Civic Buildings). Buildings not part of any group or line are getting an extra look at. What I'm trying to really do is keep the number of buildings on the build list at any given time under control so that you see one part of the group at a time and not the whole thing, especially if you are starting with a brand new city later in the game.
Two buildings on my orphans list right now are the
Beadmaker and the
Jewellery and I realized that these buildings really serve the same purpose, so let's make a building line out of them and the Civilized Jewelers Store (which is part of the Corporate Store group, but we can still incorporate it into a line).
Beadmaker
This gets some small modifications to make it cheaper, thus easier to build early and get some use out of before being replaced.
- Reduce the base commerce from +2 to +1. This will ease the transition to Jewellery without having to power up Jewellery too much.
- Reduce the base cost from 55 to 40. Since I'm cutting off about a third of Beadmaker's effectiveness (going from +3c to +2c with one available resource), I should cut off about a third of the cost as well.
Jewellery
This gets some heavy retooling.
- Move tech from Metal Casting to Aesthetics. The reason to put Jewellery in the Classical Era is so that Beadmaker has a little time to shine. I considered Glass Blowing only because GB is a two-trick tech, but I think Aesthetics is more logical.
- Increase cost from 60 to 80. Jewellery is very cheap for its bonus if it is being built in the later game.
- Add +2 commerce; add Ivory to list of enabling resources and +1 commerce from Ivory; reduce commerce from Gems, Gold, Pearls, and Silver to +1. This flattens out Jewellery's curve from +2-8 to +3-7 commerce. It also means that you don't lose anything from upgrading if Beadmaker was being powered by Clam.
- Remove obsoleting tech. I think Jewellery only obsoletes to make way for Civilized Jewelers, but I think replacement is better.
Civilized Jewelers Store
- Allow this to replace Jewellery. In combination with Civilized Jewelers as a corporation, CJS will generate enough total commerce to beat Jewellery (Jewellery is +2 [3 with Ivory] and +1 per resource, Civilized Jewelers is +5% commerce and +1 gold/+4 culture per resource). Should this be not enough, we can add flat commerce to Civilized Jewelers Store.