AfterShafter
Deity
Tabarnak and Strategist, I'm getting the vibe from you guys that you're trying to rebalance the watermill with the intent of turning it from a situational building to a standard. I can understand why, but I'm not sure that's necessarily how it was intended.
Settling near or on rivers is already reward enough in itself - they really don't need to sweeten the pot for all that early game gold. Watermills, as they stand, have clear and multifaceted benefits (flexibility of the extra population plus a production that's just gravy - only early game building to offer both). They're also cheap, and can be built in locations that people would oftentimes settle even if watermills didn't exist.
As it stands, they're a building with no overwhelming downside except that they cost a pretty penny in maintenance. That 2 gpt is significant in the early game, and leaves the player thinking "Ok, do I want to pay that off the bat?" Sometimes they'll say no, but oftentimes (as this thread is showing us) they'll give an emphatic yes. This makes the building situational and a real choice - cost VS benefits. If you drop it to 1 maintenance, or ESPECIALLY zero, it becomes a complete no brainer, and the choice is gone - it's just always a good idea to build them.
There are already some situational early game buildings. Stables are ones you (obviously) won't be building in every city, and even not some cities with horses or cows. Several of the production oriented buildings will be no-goes either, and obviously barracks/armories are not every-city kind of buildings. Civ V places a fair bit of emphasis on selective building, unlike Civ IV, and I think the Watermill - as it is - fits well into that schema. It's a cheap to build early game building that offers both food and production (unique in this) but is offset by costing 2 gold per turn in maintenance. Take that away (which isn't wrong, but I'm not sure it's right either) and it's a building you'd be crazy not to build. For now, at least, it's a choice.
Settling near or on rivers is already reward enough in itself - they really don't need to sweeten the pot for all that early game gold. Watermills, as they stand, have clear and multifaceted benefits (flexibility of the extra population plus a production that's just gravy - only early game building to offer both). They're also cheap, and can be built in locations that people would oftentimes settle even if watermills didn't exist.
As it stands, they're a building with no overwhelming downside except that they cost a pretty penny in maintenance. That 2 gpt is significant in the early game, and leaves the player thinking "Ok, do I want to pay that off the bat?" Sometimes they'll say no, but oftentimes (as this thread is showing us) they'll give an emphatic yes. This makes the building situational and a real choice - cost VS benefits. If you drop it to 1 maintenance, or ESPECIALLY zero, it becomes a complete no brainer, and the choice is gone - it's just always a good idea to build them.
There are already some situational early game buildings. Stables are ones you (obviously) won't be building in every city, and even not some cities with horses or cows. Several of the production oriented buildings will be no-goes either, and obviously barracks/armories are not every-city kind of buildings. Civ V places a fair bit of emphasis on selective building, unlike Civ IV, and I think the Watermill - as it is - fits well into that schema. It's a cheap to build early game building that offers both food and production (unique in this) but is offset by costing 2 gold per turn in maintenance. Take that away (which isn't wrong, but I'm not sure it's right either) and it's a building you'd be crazy not to build. For now, at least, it's a choice.