wobuffet
Barbarian
- Joined
- Jun 27, 2011
- Messages
- 1,248
This thread is for discussion of how to meaningfully differentiate late-game production plants.
What's the problem?
Plants come very late in the game, so they must be very powerful to be worth the time and hammers to build them. But if they only help Production and can be stacked in a single City, they'll produce an insane amount of hammers and trivialize any Production requirements in the lategame.
So we need some effects for these buildings that are more varied than simply giving Production (i.e., straight-up hammers).
(As G says,
)
Current Effects
Here are the Plants in question, with their current (4-20) effects:
My Proposal
To start off, here's my proposal (new ideas in red):
What's the problem?
Plants come very late in the game, so they must be very powerful to be worth the time and hammers to build them. But if they only help Production and can be stacked in a single City, they'll produce an insane amount of hammers and trivialize any Production requirements in the lategame.
So we need some effects for these buildings that are more varied than simply giving Production (i.e., straight-up hammers).
(As G says,
Spoiler :
Because, if they’re production only, they either need to be insanely powerful to recoup investment or they're worthless. And allowing them to stack at that power trivializes late game production.
G
Current Effects
Here are the Plants in question, with their current (4-20) effects:
- Hydro Plant (Requires Aluminum; City must be on a River):
- +2 for every River tile, +5.
- Wind Plant (Requires Aluminum; City must not be on a River):
- +2 on every Grassland and Plains tile, +5
- Nuclear Plant (Requires Uranium):
- +50%, +5.
- Solar Plant (City must be on or next to Desert):
- +50%, +5.
- 2 Specialists no longer produce Urbanization Unhappiness.
- Only one "Plant" per City.
To start off, here's my proposal (new ideas in red):
- Get rid of flat Urbanization Unhappiness reduction.
- Hydro Plant (Requires Aluminum; City must be on a River):
- +2 for every River tile, +5
- Engineers in this City get +1 Great Engineer Point and generate no Urbanization Unhappiness
- Gameplay idea: Hydro Plants are best if you want to run a lot of Engineers.
- Thematic idea: Like bridges, dams/hydro plants are marvels of civic engineering.
- Wind Plant (Requires Aluminum) [remove no-River lock]:
- +2 on every Grassland and Plains tile, +5
- -15% Building Maintenance costs in this City
- Gameplay idea: Wind Plants are best for infrastructure-dense Cities. Extends and scales up the benefits of the Windmill by making Building-dense Cities much cheaper to maintain.
- Thematic idea: Wind power's fuel is free and therefore not subject to price volatility. [source]
- Nuclear Plant (Requires Uranium):
- +10 [was +5 +50%]
- +75% Production toward Units during Golden Ages
- 20 Instant Golden Age Points when a Unit is bought or constructed in this City, scaling with Era
- Gameplay idea: Nuclear Plants are best for Civs focusing on producing lots of Units. Warmongers will face an interesting dynamic re: Happiness: keep conquering or peace out and focus on Golden Ages?
- Thematic idea: Nuclear research, of these options, is historically the most tied to warfare (see the Manhattan Project).
- (Alternative idea: Each Nuclear Plant reduces costs c5production:/) of Atomic Bombs and Nuclear Missiles by 10% (on a Standard-size map), up to 50%.)
- Solar Plant (City must be on or next to Desert):
- + 1 per 3 Citizens [was +5 +50%]
- 100 Instant Gold and Production when a new Technology is discovered
- Gameplay idea: Solar Plants are best for high-Population Cities in Civs focusing on Science progress.
- Thematic idea: As with wind, sunlight (a solar plant's "fuel") is free. But sunlight is less reliable than wind power, which we approximate in-game by giving sporadic (upon new Techs) instead of per-turn Benefits.