Workshops before guilds

* Well ok, but this is just tweaking the idea, I'm sure it wouldn't be too hard to balance it out. Also, it doesn't really matter but I did mention it in my first post (I said "instead of the boosts from techs")
* Nobody would ever only build workshops, as you still need food for population and commerce for research. Even production cities will always need farms, so I think making workshops pretty strong is justified. Even if every tile from non-commerce cities and not needed to farm is a workshop, there still wouldn't be *so* much around (not that I want it that way) . edit: yeah ok, you can always restart, but I don't consider that as a strategy :P

I understand that lots of people probably post these kind of things here. (hey, if we just change this, everything will be ok!) But if you give me a good reason why these solutions suck, I'll leave it be :)

*Actually this would be alot longer, but I accidently pressed the back button on my mouse and deleted 3 paragraphs. My patience is limited so :cringe:

Anyway I guess i did miss the part about techs but then again....>.>

Is it possible that your change is redundant?:cooool:

The hundreds of turns that it would take for the change to be in its full effect would be possibly near the amount of turns used for researching the techs that would get it to the same amount. (NEAR)

You wanna bet? Like I said, get a floodplains start, either WS the floodplains and if thats disabled, WS everything else. And of course leave the little watermills. *coughs*

But once again, I must be special, since not only do I build FORTS, but i also build WORKSHOPS - admittly only online when I had a terrible start or when I'm on the flank in a inland 3v3...but I still do it :rolleyes:

*Thats kinda saying like no sane person (not doing a varient in an SG or something) would ONLY build farms, or cottages, or windmills (though mines is a possibility), or have the option to build all watermills, or workshops or all forts on their terrian.

*of course, theres no such thing as a suggestion sucking. (Edit : most suggestions dont suck xd), but are - or at least were *shrugs* - impractical. Infact its become harder to argue against it as you improve on your idea (sometimes.

Annoyingly though, the difficulty of arguing against your last post might stem from your starting of becoming evasive. Basically you saying that a. my reasons werent good and b. telling me it was just a suggestion and needed fixing but not proposing a new idea.

As you might notice, my opposition to your arguement this time is piecemeal and I do agree that the WS is underpowered. Its kinda (i feel like using moot point here but I dunno what that means) pointless thoguh, since unless you're going to make a mod, who ever wins wont determine much...

So, to what ever rebuke you post next I concede, :lol: , you win ;)
 
As it stands, workshops serve a purpose, even before guilds.

Say, for example, that you have a coast city with nothing but flat land around. Let's also say that you're running serfdom or caste system instead of slavery.

Building infrastructure for this city would normally be a nightmare, since you can't get enough hammers going to build anything in any reasonable amount of time. Here's where a workshop can help you. A workshop built on a plains tile will give you 2 hammers, which is not great, but if you're desperate for hammers, it'll help you get those first few buildings out (library/granary/lighthouse, for example) without having to switch to slavery or universal suffrage.
 
As it stands, workshops serve a purpose, even before guilds.

Say, for example, that you have a coast city with nothing but flat land around. Let's also say that you're running serfdom or caste system instead of slavery.

Building infrastructure for this city would normally be a nightmare, since you can't get enough hammers going to build anything in any reasonable amount of time. Here's where a workshop can help you. A workshop built on a plains tile will give you 2 hammers, which is not great, but if you're desperate for hammers, it'll help you get those first few buildings out (library/granary/lighthouse, for example) without having to switch to slavery or universal suffrage.

Hmmm, does this suggest workshops can fit into a specialist economy?
 
They can benefit either a cottage economy or specialist economy. However, you shouldn't need them if you're running slavery. Workshops are really a post-slavery improvement. I consider them a last resort (other than switching back to slavery) if you need more hammers, and don't have any hills to mine.
 
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