@wobuffet reductions in gold maintenance for local cities is impossible. I actually asked G about this just last month. Gold maintenance just isn’t calculated that way.
Ah, bummer. Coulda sworn there was a Wonder with that effect or something.
Borrowed
@Stalker0 's idea and edited post to give Instant
.
It obviously depends, but I pretty commonly have last-second wars going on while everyone tries to make a final hail mary to cut down the leader and win. ... sometimes you really have to choose between the buildings and unit
We're basically in agreement here.
"Should I use Uranium for a Plant or for a Unit/Bomb?" is interesting.
But the situation in the post you were responding to — "Should I use Uranium to get Great Person Points or build a Unit/Bomb?" — is usually an easy decision depending on your chosen win condition: not interesting.
His most recent proposal was +100% to Processes, not any one specific process. Each plant would be slightly different, but overall you'd be choose between building Nuclear or non-Nuclear plant, and if non-Nuclear figure out which plant would give the most yields for each city's situation...
geolocking plants isn't really interesting either, nor is gold vs specialists. You'll know whether you need more gold or specialists very easily, it is completely dependent on wincon and choices you've already made like policy trees and ideologies.
If I can predict what Plant you're going to want based
solely on what Victory you're going for, it's not an interesting decision.
Under the Process-boosting plan,
If you're going Science Victory, you're going to build as many Science-boosting Plants as you can.
If you're going Culture Victory, you're going to go as many Culture-boosting Plants as you can.
If you're going Domination Victory, you're probably going to go as many Production-boosting Plants as you can.
Boring.
Geo-locking means
Terrain is, at the very least,
one more consideration beyond Victory Type: is this enough Desert tiles to go Solar in these two Cities?
And whether you prefer some more
Gold or some
Unhappiness-free Specialists will also depend on context, game to game and city to city. Domination games are often short on both Happiness (from War Weariness) and Gold (Unit maint). In peaceful games, maybe your Happiness is probably fine but anything boosting Scientists/WAMs would be great, but so would Gold (because late-game building maint gets expensive).
It is fine if people play outside of the standard conditions, but those are not what VP is balanced around, and so those other conditions are largely irrelevant.
Definitely.
I would love if Medical Labs just provided a straight +1 population or something. More and more, I think the notion of instant yields for late game buildings makes a lot of sense. Its the easiest way to guarantee their usefulness without providing them crazy amounts of yields.
This is a great point. Late-game buildings should be like mini-Wonders: you should typically build them for their particular effects, not per-turn incremental yield gains.