Tomice
Passionate Smart-Ass
I was inspired to create this thread by this posting:
I don't have elaborate numbers to confirm or dismiss this statement, but there seems to be an issue if basic improvements can outperform a GP improvement - even if farms only feel stronger (and actually aren't), it sure is worth a discussion.
Generally, I've seen most people agree that food is the most important yield in this mod.
The difference compared to vanilla comes mostly from the new happiness system. Happiness was a somewhat more limited value in vanilla. At one point you would have access to most luxuries on the map and have built all happiness buildings. In practical terms, this point came sooner rather than later.
In CBP, a well-managed large city has only very little unhappiness, most unhappiness comes from underdeveloped, newly founded or conquered cities. Unhappiness is a temporary nuisance in many cases.
This means: as long as you continuously build unhappiness-lowering buildings, food is always good. It means more population, more science, more worked tiles, more specialists, more yields, more military -> used to then acquire even more of each. It's the great loop of CBP - how much population growth can you manage before things get out of hand? (*)
This also means that over the course of the game, production and science are the most important secondary resources. Production fulfills the happiness needs of your citizens, while also providing military units, defense, workers, settlers, ... - even diplomatic relations! (when using the whole package including CSD mod).
Science is needed to always have something useful to produce, to unlock certain game mechanics/victory conditions and to keep your army from outdating.
Culture and faith are in an odd position. They are maybe the most important things to get during the first few turns, but rapidly drop in importance. A single point of culture or faith is significantly more valuable than food or production early on, but this changes pretty soon.
Gold is something you need, too, but there's never a doubt that it's the least valuable yield per unit.
Tourism is too special to comment at this point IMO.
(*) Of course, a city will eventually reach the point where you neither have good tiles nor specialist slots left, but at that point you've probably won - or you've placed your guilds badly
Science already comes cheaply enough from more population that it doesn't make sense to work an academy over a good farm.
I don't have elaborate numbers to confirm or dismiss this statement, but there seems to be an issue if basic improvements can outperform a GP improvement - even if farms only feel stronger (and actually aren't), it sure is worth a discussion.
Generally, I've seen most people agree that food is the most important yield in this mod.
The difference compared to vanilla comes mostly from the new happiness system. Happiness was a somewhat more limited value in vanilla. At one point you would have access to most luxuries on the map and have built all happiness buildings. In practical terms, this point came sooner rather than later.
In CBP, a well-managed large city has only very little unhappiness, most unhappiness comes from underdeveloped, newly founded or conquered cities. Unhappiness is a temporary nuisance in many cases.
This means: as long as you continuously build unhappiness-lowering buildings, food is always good. It means more population, more science, more worked tiles, more specialists, more yields, more military -> used to then acquire even more of each. It's the great loop of CBP - how much population growth can you manage before things get out of hand? (*)
This also means that over the course of the game, production and science are the most important secondary resources. Production fulfills the happiness needs of your citizens, while also providing military units, defense, workers, settlers, ... - even diplomatic relations! (when using the whole package including CSD mod).
Science is needed to always have something useful to produce, to unlock certain game mechanics/victory conditions and to keep your army from outdating.
Culture and faith are in an odd position. They are maybe the most important things to get during the first few turns, but rapidly drop in importance. A single point of culture or faith is significantly more valuable than food or production early on, but this changes pretty soon.
Gold is something you need, too, but there's never a doubt that it's the least valuable yield per unit.
Tourism is too special to comment at this point IMO.
(*) Of course, a city will eventually reach the point where you neither have good tiles nor specialist slots left, but at that point you've probably won - or you've placed your guilds badly
