I know there has been a little bit of a "buff" industrious bug, but honestly I think it is in a good place. A lot of people think about it, but only 1 person actually wants it as it then has diminishing returns. You end up having a good shot of being part creative and popping a prophet for potential shrine with stonehenge. Or you can go for Oracle.
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A new mod enters the ring - Introducing "Close to Home"
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Mjmd Wrote:I know there has been a little bit of a "buff" industrious bug, but honestly I think it is in a good place. A lot of people think about it, but only 1 person actually wants it as it then has diminishing returns. You end up having a good shot of being part creative and popping a prophet for potential shrine with stonehenge. Or you can go for Oracle That's a big part of the problem with the trait right there: it's value decreases depending on how many Ind players there are. I do not think this is good design.
fnord
Maybe add a hammer to the city center at some size? have citizen specialists give 2 hammers? Have workers be more efficient (like steam power or Hagia sophia, but stacking)?
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya (February 19th, 2021, 17:33)Thoth Wrote: That's a big part of the problem with the trait right there: it's value decreases depending on how many Ind players there are. I do not think this is good design. I'm a nonparticipating observer in the mod, but I would call that a strength rather than a problem. It's fine to have a trait whose value changes with such circumstances. That adds a layer of interesting interactions for the various civ-picking procedures. Financial does the same thing the other way around - it's more valuable with more Fin players, since each of them will get more trade route commerce. (To a very slight degree and probably not something anyone would ever notice, but it shows there's nothing wrong with the principle that traits change in value based on others possessing them.)
I'm sorry, but what is the connection between FIN and trade commerce? The trait only affects tiles
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee (February 19th, 2021, 18:34)Amicalola Wrote: If we buff Industrious (I'm not sure that it needs it), I would prefer something less 'gamey' than fail-gold. Actualy failing gold takes alot of planning, and losing for that time the hammers which will be used in other direction. I s not a simply decision and gives more choiches as a game, but Krill and other just wanted a simply game spam cottages and there you go.. so was removed. I remember i argued against it then, and I do now.
If a city has more commerce in total, doesn't that factor in to trade route yield? (Or not, if I'm rusty enough to misremember that.)
No the only factors for trade route yield are population and distance between cities
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee |
