Tomice
Passionate Smart-Ass
Just theorizing here, but I might create a mod myself at a later point when I understand the game's economy better.
A few assumptions to start with:
- Non-riverside farms are very weak.
- Trading posts spam is very powerful (and ugly).
- The civil service slingshot is very powerful.
- Upkeeps are very high for both buildings and units.
- Maritime CS make farms less attractive than trading posts.
You're welcome to argue these points, they're just my impression.
If we modded farms so they yielded +1 gold after currency, we might achieve this:
- non-riverside farms would start to be viable and would profit from golden ages.
- trading posts would be selective tile improvements you wouldn't want everywhere (but hopefully still sometimes, especially in specialized gold cities)
- the "lower" path of the techtree would be more attractive, civil service wouldn't be the only logical choice.
- More gold would make the upkeeps more affordable. This is especially necessary if we also use a "better production" type mod. It could also generally speed up the game (e.g. tile purchase)
Variations would be to give the added gold yield only to non-riverside farms (not changing riverside farms), and to give this effect to another technology, that might be even further away from civil service (engineering, machinery?).
Other mods that might work well in combination:
- Maritime city states shouldn't increase their food delivery in the renaissance era.
- Forests are buffed with steam power, mines not. +1 production lategame for them? dynamite, perhaps?
- General build times/tech times adjustion.
- Granary buff, Watermill buff (+2 production) and probably a few other building tweaks, too.
- Engineer specialist +2 production instead of 1.
Fears:
I really don't want to make trading posts useless, just more situational.
Maybe we would need to buff them lategame, too, somewhere around fertilizer, steam power and dynamite (if used as mine buff). Refrigeration perhaps?
There is always the question how the AI would react.
A few assumptions to start with:
- Non-riverside farms are very weak.
- Trading posts spam is very powerful (and ugly).
- The civil service slingshot is very powerful.
- Upkeeps are very high for both buildings and units.
- Maritime CS make farms less attractive than trading posts.
You're welcome to argue these points, they're just my impression.
If we modded farms so they yielded +1 gold after currency, we might achieve this:
- non-riverside farms would start to be viable and would profit from golden ages.
- trading posts would be selective tile improvements you wouldn't want everywhere (but hopefully still sometimes, especially in specialized gold cities)
- the "lower" path of the techtree would be more attractive, civil service wouldn't be the only logical choice.
- More gold would make the upkeeps more affordable. This is especially necessary if we also use a "better production" type mod. It could also generally speed up the game (e.g. tile purchase)
Variations would be to give the added gold yield only to non-riverside farms (not changing riverside farms), and to give this effect to another technology, that might be even further away from civil service (engineering, machinery?).
Other mods that might work well in combination:
- Maritime city states shouldn't increase their food delivery in the renaissance era.
- Forests are buffed with steam power, mines not. +1 production lategame for them? dynamite, perhaps?
- General build times/tech times adjustion.
- Granary buff, Watermill buff (+2 production) and probably a few other building tweaks, too.
- Engineer specialist +2 production instead of 1.
Fears:
I really don't want to make trading posts useless, just more situational.
Maybe we would need to buff them lategame, too, somewhere around fertilizer, steam power and dynamite (if used as mine buff). Refrigeration perhaps?
There is always the question how the AI would react.