Workshops

DarthLeon

Chieftain
Joined
Sep 8, 2007
Messages
68
Funny thing about workshops. Without SP, theyre too weak. With SP, they are too strong. What to do?


Im thinking, remove the food penalty from workshops, and from communism. Same with watermills.

People will switch to SP, build tons of workshops, and dominate in production. But, if they ever switch out of SP, all their workshops will make everyone starve to death. As of now, SP ends up becoming dependent on itself. You cant ever safely switch. No maintinence costs from distance, and 10%:hammers: is good enough already.
 
SP is good, but if e.g. the UN forces you to swich out of it, you are quite screwd. It also doesn't allow you to get the corporations, wich can potentially outmatch SP.
 
SP is good, but if e.g. the UN forces you to swich out of it, you are quite screwd. It also doesn't allow you to get the corporations, wich can potentially outmatch SP.

u can always defy resolution. i dont play with Un anyway. i prefer to go to war most of the time, so i never have any friends.
 
Yes, to hell with the UN! They tried to force me out of Free Market but I had none of it. Still, you better have a lot of luxuries if you are going to keep your people happy...
 
With caste system at full tech, they're no different than a mine+railroad.
 
Funny thing about workshops. Without SP, theyre too weak. With SP, they are too strong. What to do?

:nono: The only thing weak here is probably your game. :mischief:

Grassland Workshop + Caste System + Guilds = 1:food:, 3:hammers:
Grassland Hill Mine = 1:food:, 3:hammers:

I fail to see the weakness here.
 
Corporations are only good if you have he HQ. If not, the protection from corporations is a yet another bonus.
 
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