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Starting production bonus

Quote:-To ensure your tiny new hamlets don't immediately benefit from the full 75% as soon as you build them.

is there really such a need? the tiny hamlet is not going to produce much gold in the first place, so increasing it by 75% iìdhouldn't be the end of the world.

Keep in mind that nomads are going to get a massive gold increase if you remove the population requirement. I rather like the restriction, as it gives me a sense of accomplishment to earn that bonus.

fine with that. i do find the nomads gold bonus underwelming, though the race has other significant strenghts and is ok even now for me.

Well, nomads can be easily special-cased to add 3*pop instead of 50% and then they function normally.
Getting an immediate +75% on that gold or gems on the pop 1 hamlet though...can be nasty especially for dwarves... except, they don't have the growth to have the 75% in the first place, so idk.
If you already have a large empire of 100+ people, is it that bad to be able to get an extra 75% on a tiny hamlet?
...albeit, putting that hamlet next to the big enemy empire while yours is weak can be a big deal. Risky though...

I would absolutely hate to specialcase races. Is there a problem with leaving it in place, bumping it to x5 and capping it at 75%?

Domon, +50% gold right away would be a massive bonus. I agree it's underwhelming at present, which is why I'd like to bump the restriction to x5.

(November 26th, 2017, 10:39)Catwalk Wrote: I would absolutely hate to specialcase races. Is there a problem with leaving it in place, bumping it to x5 and capping it at 75%?

No, there isn't. Unless there are objections, we can try that for the next version.

I don't think having nomads with "Nomads have an extra 3% trade gold bonus per unit of population" instead of "Nomads have an extra 50% trade gold bonus" would be intrusive at all - in fact it would describe the ability much better than stating they get 50% which then gets capped to 12% anyway.

This got missed in the flow:
(November 26th, 2017, 06:55)Arnuz Wrote: ...buffing coasts doesn't seem to be against them though: a coast already produces something, and it isn't a normal terrain - can't be buffed, changed, improved - but rather simply is the transition to ocean. 

Furthermore, improving coasts makes islands somewhat better (read: not so bad as now) while keeping large continents almost the same, which I'd find to be a good change.

Any thoughts?

Yeah, I'm still in favour of coasts giving 1 food.

If you give them food, how do you keep units off the north pole? (Which is also why tundra doesn't give food)

I'm still against improving water tiles. Ocean or Shore makes no difference.



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