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Adjacency Bonuses for Holy Sites and Wonders

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4 years ago
Sep 24, 2021, 9:28:38 PM

It seems odd that I always need to look for distant poor yield tiles away from my city and future development when placing these most notable of districts. One of the key elements is that they have no adjacencies, thus they are better off detached.


Instead, if a Holy Site acted a bit more like a Common District, it make sense to use more premium real estate for their construction. For instance, cut the innate bonuses of faith/influence/stability in half, but give a 33% increase per adjacent district.


Cultural Wonders could instead actually count as one or more district types for adjacency, or give flat bonuses per adjacent district.

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4 years ago
Sep 25, 2021, 3:25:14 AM

Actually Cultural Wonders want distant, high yield tiles, because they exploit all resources in a range of 1.  I do agree it would be better if you got some bonuses for adjacent districts.  Maybe Influence for Cultural Wonders and Stability for Holy Sites.

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4 years ago
Sep 25, 2021, 8:44:05 AM

I think it would be better to split the difference somehow. Provide adjacency bonuses, but also some penalties for being too urbanized... if that makes sense.

So to an extent it makes sense that wonders and holy sites shouldn't just be smashed into the middle of a blob of districts like everything else, but at the same time, they shouldn't be almost exclusively targeted at "sterile terrain" far away from cities.
Perhaps construction costs could be adjusted the further away it is from an administrative center?
And the further away from administrative centers the more faith it generates?

Or maybe if connected to city center (by districts) it gives bonus A, and if disconnected it gives bonus B?

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4 years ago
Sep 25, 2021, 12:53:45 PM

After thinking on it a while, I believe that Stone Circles and Temples should work differently, to help differentiate Shamanism vs polytheism more starkly.


Stone Circles would exploit all yields on its tile, plus all adjacent yields. It would have a base of +20 Stability and +20 Faith. It would have a base of +5 Influence plus Influence equal to the total base yield of the tile it's placed on. This makes stone circles very useful for underdeveloped outposts, which goes along with the changes to the Shamanism Faith option. This would also make the current version of Shamanism more attractive even if you don't plan on playing Huns/Mongols.

Temples would count as a "Commons Quarters" for all intents and purposes, gaining any benefit that would normally be applied from civs, tech or civics. Temples would have no exploitation on its tile or adjacent tiles. Temples would receive a base of +5 Stability and +5 Influence. Like commons quarters, they receive an additional +5 Stability per adjacent district with a Farmer/Maker/Market/Research Tag, as well as other Temples, including the double benefit if a particular district has multiple tags. Faith production is always 5 greater than the increase to Stability. This would reward Temples placed in the heart of cities, which is in theme with the Polytheism Faith option.
Updated 4 years ago.
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4 years ago
Sep 25, 2021, 5:19:02 PM

Your last iteration on the problem is a really satisfying one. :)


Hope the devs see this.

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