acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
What’s up with Serfdom?
I’m working on a mod, and was going to tweak how builder charges work. But the more I thought about it, the more I realised I didn’t really understand how builder charges work.
See. You start with Ilkum, and a 30% building builders, and three charges. You can build builders with gold but no discount and no extra charges.
Then it flips at Surfdom. You lose the 30%, but now you have two extra charges and that carries over to gold (or faith) purchases.
My maths here is probably wrong, but with ilkum you’re paying 12 per charge and with Serfdom you’re paying 10 (ignoring builder waves and cost inflation etc).
Why is the game like this?
Here’s something interesting...
...the first 2 or 3 builder waves you do successfully are fun. After that, it feels like needless tedium.
Is the jump to serfdom just about lowering the cost of builders further because you have more advanced techs?
Or, maybe it’s so you can concentrate builder production in high production cities given increasing cost inflation? Serfdom works great with Liang - just buy a 6 charge builder every turn.
Or, is it so you can boost builders from other sources, given ilkum only boosts builders built with hammers?
This gets even more confusing when I start thinking about goddess of the harvest and magnus, which change the value of builders making they’re chops more valuable than their improvements.
I’m working on a mod, and was going to tweak how builder charges work. But the more I thought about it, the more I realised I didn’t really understand how builder charges work.
See. You start with Ilkum, and a 30% building builders, and three charges. You can build builders with gold but no discount and no extra charges.
Then it flips at Surfdom. You lose the 30%, but now you have two extra charges and that carries over to gold (or faith) purchases.
My maths here is probably wrong, but with ilkum you’re paying 12 per charge and with Serfdom you’re paying 10 (ignoring builder waves and cost inflation etc).
Why is the game like this?
Here’s something interesting...
Despite what I said earlier about my love (more like compulsion) to micromanage, I'm actually OK with the policy card min/maxing that you and TMIT mentioned. Sure, I sometimes have an obsessive twitch about whether I'll get more out of an adjacency card or a buildings card, but if it's close enough that I'd need to do the math, it means that I'd get a pretty decent bonus either way and just pick one. The AI is poor at development/progression at deity and I can always slingshot ahead of them if I use these bonuses with proficient but not necessarily optimal planning.
My problem with the policy card setup is the "one and done" cards that you can use for a single cycle (i.e. until you hit the next opportunity to change the cards) and then be done with them. Most notorious is the pro army upgrades, but there are several others as well:
Professional Army: save up some cash, pick an outdated civic to research that will take you one turn to complete, upgrade all units and switch back.
Colonization: switch to this policy after beating up your nearest neighbor, switch production in all cities to settler, double the size of your empire.
Serfdom: pre-build a builder in all cities until one turn remains, switch to something else. When many (or all) of your cities are there, switch to this, then switch back.
Public Transport: select this policy, pick a site in each city for a neighborhood (don't even need to finish), switch back. Gain 50g X your number of cities.
Land Surveyors: save up some cash, pick an outdated civic to research that you can complete in one turn, buy all the tiles in all cities that help you, switch back.
Veterancy: when a new encampment building becomes available, switch production in all your cities (with an encampment) to it, then remove the card when complete.
Limes: same as above, now that walls provide tourism, this can be a powerful tourism boost for wider empires.
Using these tactics are very powerful, but make you feel that, to some degree, you're cheating the system. Particularly the Colonization trick- just about every game, I found my capital, build one settler for a second city, beat up my nearest neighbor for my 3rd to 5th city, and then (once the new cities are developed a little) expand to 10 cities before turn 80 or so.
...the first 2 or 3 builder waves you do successfully are fun. After that, it feels like needless tedium.
Is the jump to serfdom just about lowering the cost of builders further because you have more advanced techs?
Or, maybe it’s so you can concentrate builder production in high production cities given increasing cost inflation? Serfdom works great with Liang - just buy a 6 charge builder every turn.
Or, is it so you can boost builders from other sources, given ilkum only boosts builders built with hammers?
This gets even more confusing when I start thinking about goddess of the harvest and magnus, which change the value of builders making they’re chops more valuable than their improvements.