I was actually thinking about +1H to lumbermills instead of the +1 commerce. Still probably not built until later, but then at least its a close decision / gives those Ice cities something to do if needed other than being fishing villages.
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A new mod enters the ring - Introducing "Close to Home"
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(August 30th, 2020, 15:17)chumchu Wrote: I think that the best approach to make forest preserve somewhat useful is to make lumber mill available early enough and provide a big enough boost to make chopping or not an actual decision. In the early cities the snowball effect will be too high but cities settled later on in the game you can tweak it so that lumber mills are ok. That would enable saving for a national park in late game some times at least. (August 30th, 2020, 15:21)pindicator Wrote: I was going to save this for after 52, but I was thinking about how lumbermills aren't getting a lot of attention either. My idea was to open them up with metal casting - or even Bronze working! - but they only get the commerce portion at first. They get the +1h unlocked at machinery so you don't have super early 2f2h tiles. Maybe that encourages some to be used as they are a decent improvement right now, but it's hard to pass on the chop hammers for so long as you wait for them to unlock Good points. Metal Casting is certainly doable, but with Bronze working there is the problem of the longer build time of lumbermills in those early stages of the game. (August 30th, 2020, 15:33)civac2 Wrote: You can grow forests as a production reserve for wonders/projects/space ship parts. It is also not necessary to build a lumber mill. You can just pillage the forest preserve. I have to check this, but I thought one can't pillage your own improvements. (August 30th, 2020, 15:35)Mjmd Wrote: I was actually thinking about +1H to lumbermills instead of the +1 commerce. Still probably not built until later, but then at least its a close decision / gives those Ice cities something to do if needed other than being fishing villages. Those ice cities are actually the one place were I built lumbermills most of the time. Those 1/0/0 tundras, which can't be improved either way are just terrible. Saving a forest on them and constructing a lumbermill there is very nice. Also this is just a crazy thought, but what about if you can built lumbermills on jungles, too? Have to think about that.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee (August 29th, 2020, 23:06)scooter Wrote: I have some thoughts on Inca and India. I agree 1.4 Terrace sucks. Maybe you can have it be unlocked by Agriculture which is what Tides of War did. Inca starts with Agriculture.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
(August 31st, 2020, 01:10)NobleHelium Wrote: I agree 1.4 Terrace sucks. Maybe you can have it be unlocked by Agriculture which is what Tides of War did. Inca starts with Agriculture. I've looked back at the old ToW PBs and Inca wasn't especially loved with this change. But maybe you meant to combine both: Acts as source of water and available at Agriculture? Do two bonus that are considered rather bad, add up to a mediocre bonus? I'm not so sure. I think if I keep the "Act as source of water" I would rather make the granary cheaper, which would also maybe break it's connection to EXP.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Yes, you can probably keep the fresh water bonus. I've never tried the ToW terrace so I can't say how good it is. The idea of being able to grow on a granary instead of a warrior at the beginning of the game is intriguing.
I would be hesitant to make the granary cheaper. That would be faux-EXP and the terrace being faux-CRE is how we got here in the first place. I also think the "does not synergize with trait like the regular building" solution is extremely inelegant and would prefer to avoid those at all costs.
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone.
(August 31st, 2020, 02:05)NobleHelium Wrote: Yes, you can probably keep the fresh water bonus. I've never tried the ToW terrace so I can't say how good it is. The idea of being able to grow on a granary instead of a warrior at the beginning of the game is intriguing. The question is what would be stronger a granary that costs 45 or 30 hammer or a granary that gives +1 or +2 culture. I would argue the culture one is stronger, because EXP exists. Then again there is scooters initial argument: (August 29th, 2020, 23:06)scooter Wrote: I ask that because while the original UB does need some sort of nerf or change, it does need to be a pretty good UB as long as that UU stays useless. And I have to agree. While the Quecha isn't as bad as scooter pointed out originally it is not the one single reason you are going for Inca. The UB needs to make up for this.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
The cheap granary at agriculture for Babylon from RtR has been pretty popular. I'd concur that eliminating the EXP bonus is pretty ugly, so I'd recommend to keep it, cost 60h, at agriculture, and with the irrigation bonus.
The thing with the latter is that it can be useful, but I think nobody will ever pick for it, because when picking I'm not thinking "oh yeah I'll find a dry corn and settle my 3rd city bordering it", so it only really makes sense if said dry corn is bordering the starting plains hill. That would make it stronger than the RtR Garden, but the Quechua is worse than the bowman, so I guess it's ok? Though I'm surprised by people saying the Quechua is plain useless, I thought they were quite popular as cheap MP that you can still build after Hunting? While I'm here, I'd like to ask if you'd consider one of the following changes still, which had been discussed before: - Serfdom earlier (maybe just at Monarchy? Alphabet I think would be fun to make it a choice vs maths, but terrible thematically) - Slavery, or chopping, at Masonry. I still feel BW is just overloaded and too much of a one right choice. I can see though that a change is a significant move away from home. (August 31st, 2020, 02:11)Charriu Wrote: And I have to agree. While the Quecha isn't as bad as scooter pointed out originally it is not the one single reason you are going for Inca. The UB needs to make up for this. I kinda thought that the main reason you go Inca is for the Financial + Industrious failgold combo. With failgold being dealt with, and Financial nerfed, the Incas have already been kicked down pretty hard.
I don't understand why a 50 hammer terrace being 25 hammers for exp would be a problem?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld |

