I don’t know how you people deal with plains heavy starts, maybe you eat the prairie sod.
@kaspergm has it right that farms aren’t bad- they are the best they have ever been- but specialist pops suck.
Now, you could also consider that farms are held back by their uninspired, 2 dimensional techniques. Trapped to the surface of the earth like beetles. When you could have the glorious TERRACE FARMS with 50% more dimensions of agriculture.
But, perhaps they simply need more pizazz- beyond earth had a plethora of extra yield types farms could give, and I made a modded building that gives 1
production to farms and related improvements, which really gives them more punch. Just like Terrace farms.
I know the devs have seen the suggestions around this, but it's always tough because when do you implement such a system - it doesn't really make that much sense turn one, but as time goes on it does. What if I built all these farms so the city with them would grow instead of shipping them out to some overcrowded pit? There aren't a lot of elegant solutions to cover 6,000 years of historical context. In like a Beyond Earth it would make a lot of sense though. I could see this being something unlocked by a civic and then requiring something along the lines of an opt in building + city connection to capital (that way you can cut it and starve out the enemy in war) to handle the edge cases.
If internal routes were more limited - like you can only pull from a given city so many times - then that might be the most drop in method. Otherwise I'll make "farmtopia" in the corner and then all my cities will send 1 route there.
I find Cities with lots of flat land, particularly plains, hard to work with. The changes to IZs do give you some options, because these sorts of Cities are often on rivers. But it’s a pain, because they often lack the production to build the infrastructure needed for a good IZ.
So, I mostly end up just putting down a City, building whatever minimal infrastructure it needs and ignoring it. I’m certainly not building Farms. It feels a real shame.
Sometimes I go a bit
@Victoria and just build Pop because it’s fun and flavourful. When I do, I notice I often end up loyalty flipping a tonne of surrounding Cities which is sort of cool. But I don’t see much other use.
Standing back a bit, I feel like overall the economy of Civ is a bit of a mess. Tile yields are crazy now - I’m often swimming in hammers and food. There’s heaps of gold and nothing to spend it on, because maintenance is so low. Housing is rarely a problem, although getting Pop 10 in some Cities can be fiddly. And if you get Divine Goddess or whatever it’s called, you’re swimming in Faith too.
And while the yields are bananas (and, in particular, banana yields really bananas) the game still goes so fast. I’m basically done by turn 200 - either actually done because I was speed playing, or effectively done because I’m so far ahead no one can catchup.
At the same time, I like most of the changes made in the last few patches buffing Coastals, IZs and improvements. I like where Specialists are currently and don’t really want to see them buffed, but I get they’re not very strong. I really don’t know what the solution is overall. Maybe things like more Gold maintenance/ less Gold would help, or pushing back Trade Routes more, or just making Culture and Science harder to get overall (which would make Specialists more useful indirectly).
Or maybe all this stuff gets filed under “fine tuning, to be tackled once the game is complete” or it’s stuff best left to modders who have the luxury of time to play around with fine tuning.
Anyway. Global Food. No idea how that would work. Maybe Cities could generate a certain amount of “Surplus” Food, and then any City with a Granary could dip into that surplus based on available housing. You’d need to think quite carefully about where you out Granaries then, because if you put them in too many Cities, you’ll spread the surplus too thin. Maybe you’d also need the option to remove Granaries, just so you had some sort of control too.
Or maybe you have a District or Building that goes in the City with all the Farms that boosts Food Yields for Trade Routes based on how many Farms it has.
Or maybe we do need a Project that somehow leverages how much Food the City produces to boost other Cities. You’d need to teach the AI to use that of course.
I really don’t know. I really don’t want to see a whole bunch of mechanics around Food. But I do think having Food / Farms be strictly local is really limiting. It really needs to be a bit more “quasi-global” like Production.
Side note... Part of the reason not to build farms is that mines are unrealistically good. Same with forests. The one this you absolutely need to win, at higher difficulty's - is an Army. Which is made exclusively with with what you get out of mines. Sometimes you can use faith magic but you see where i'm going. You can work a mine from 2000 BC until the end of time and it will magically get more productive as technology improves.
If there was a cap on how much production and strategics could be mined from a tile... it would be an interesting experiment but I don't know if it would make the game better. You get 30 hammers per era cumulative. Chopping gives you half of that instantly.
Yeah. I agree Mines etc. are way too powerful. Particularly once Volcanos get involved.
I wouldn’t like to see Mines etc. having a life span. I get where you’re going, but I’d be worried there would be too much micro.
Honestly, they way yields work currently, you could almost get rid of Hill Mines and just have Mines on resources + Quarries and Lumbermills. But that would be such a big shift to the game that I think too many wouldn’t like that - any maybe it wouldn’t work anyway.
At a minimum, I think there’s something to be said for Mines maybe not scaling over time. That way, early game, you’d still want Hill Mines. But as the game progresses, you need to find better sources of production. As the game stands currently, Hill Mines are often still the backbone of my economy, with the result that things like Industrial Zones etc just not being worth the investment because they’re just not adding much for their production costs versus just working Hill Mines.
Or alternatively, maybe Mines should have a bit more of a negative. They lower appeal, but that’s pretty meaningless most or all of the game unless you have Divine Goddess or whatever (faith from appeal) or you’re Australia. Maybe appeal should be more important? I’ve always though Campus adjacency might work better being based on Appeal rather than Mountains and Jungles and Reefs. Indeed, it would kind of work out the same because you’d still get adjacencies from Mountains and Coasts because they’re high appeal, you’d just also get adjacencies from Wonders and Woods and would lose adjacencies from Jungle. Or maybe that would actually be terrible, because you’d just have +5 Campuses everywhere...
Maybe Mines could just lower happiness - say -0.5 per Mine. Or mash these together a bit, and have a City’s overall Happiness adjusted based on Appeal of the City (+Happiness for every high appeal time, -Happiness for every low appeal tile, capped at +/- 2 either way).
Hmm. I seem to have strayed a long way from just talking about Farms... Oh well.