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Some infrastructures need some rebalancing

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a year ago
Sep 20, 2023, 5:45:46 PM

-Customs Farm

Current effect: +1 Money generated from on-going Trade 

issue: Since the new update, internal trade routes don't generate Income and the international ones are harder to make

Suggested effect: +1 Money generated from on-going Trade, +2 Money on Luxury Resource Deposit 


-Levy Administration

Current effect: +3 Money on Main Plaza

Issue: Its almost meaningless

Suggested effect: +5 Money on Main Plaza, +1 Money on Administrator Centre)


-Taxation Office

Current effect: +5  Money on Main Plaza, +3  Money on Luxury Resource Deposit

Issue: Same of Levy Administration

Suggested effect: +1 Money from Districts 


-Coal Plant

Current effect: +5 Industry per Coal, +1 Industry on  Makers Quarters per adjacent Makers Quarter

Issue: Compared to its historical role, it has little impact on cities

Suggested effect: +5 Industry per Coal, +2 Industry on Makers Quarters per adjacent Makers Quarter


-Factory

Current effect: +3 Workers Slot, +2 Industry per Workers, +1 Pollution on Makers Quarter

Issue: Compared to its historical role, it has little impact on cities 

Suggested effect: +3 Workers Slot, +3 Industry per Workers, +1 Pollution on Makers Quarter


-Sawmill

Current effect: +2 Industry on Tile producing Industry, +1 Pollution on Makers Quarter

Issue: Currently its OP (usually it gives more yields than the Factory and the Coal Plant combined) and it's not related to forestry

Suggested effect: +3 Industry on Forest, +3 Industry on Woodland, +1 Pollution on Makers Quarter 


-Command Compound

Current effect: +1 Detection, +1 Combat Strength in combat for Units in or adjacent to Garrison, +1 Vision Range, +2 Pollution on Makers Quarter

Issue: Why does it generate Pollution?

Suggested effect: +1 Detection, +1 Combat Strength in combat for Units in or adjacent to Garrison, +1 Vision Range


-People's Assembly

Current effect: +3 Stability on District 

Issue: As a late-game Infrastructure, its quite OP

Suggested effect: +2 Stability on District (or, maybe, even just +1)


-Quarrying Machinery

Current effect: +2 Industry on Tile producing Industry, +2 Pollution on Makers Quarter, +2 Access on Aluminium Deposit

Issue: Similar problem of Sawmill, but on Rocky Fields

Suggested effect: +2 Industry on Mountain, +2 Industry on Stone Field, +2 Industry on Rocky Field


-Supercomputer Lab

Current effect: +10% Science, +2 Pollution on Makers Quarter

Issue: Compared to its historical role, it has little impact on cities

Suggested effect: +10% Science, +10 Science per Researched Technology, +2 Pollution on Research Quarter, it requires 20 Saltpeter and 12 Aluminium

Updated a year ago.
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a year ago
Sep 20, 2023, 7:08:09 PM

I like a lot of these ideas but disagree on a few:

  • Customs Farm: I do like bonus on money generated from ongoing (external) trade, and I do find it's worth it in some cities but not in others.  I'd almost be tempted to combine both abilities: A money bonus on luxury deposits and keep the bonus on trade.
  • Levy Absolutely: Absolutely, it needs to do something more. I like adding money on Admin Centre's as well, too.
  • Sawmill and Quarrying Machinery: 100%.  Lumber Yard and Stoneworks work this way; I'm always surprirsed when I build a Sawmill and it boosts everything (including the water if you have the Rapa Nui LT, which has to be a bug)


I'm not sure about your boosts to "has little impact on cities" infrastructures, but I probably agree with them because I find those infrastructures a bit forgettable and lacklustre, except for the Coal Plant being decent.  And the Coal Plant should be even stronger in Bonny because its +5 Industry per coal hasn't been downgraded (like Animal Barns and Forge), so the Coal Plant's potential industry has gone way up.

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a year ago
Sep 21, 2023, 4:02:18 PM

Honestly, for more than half of the infrastructures in the game, I struggle to justify building them in even one of my cities. The opportunity cost of forgoing training more military units, or building another district (and thus making another step towards a builder star) is too great. 


The infrastructure available in the ancient era is great, and pretty balanced. Moving into the Classical/Medieval, the infrastructure available is alright, but still justifiable sometimes. This is because the Commons Quarter becomes available, which helps me continue to expand my city's FIMS capacity/stability by building even more districts (which, again, contributes towards Builder stars).


 In the late game, however, all the infrastructure are not only so lackluster, but they provide pollution too.  I'll usually build only a few of the infrastructures in this era, usually related to food or activating a civic. If I really feel that one of my cities needs an update, I'll create a new city nearby, with all the free infrastructure of the previous eras, and merge them.


So I really like your suggestions, it's a step in the right direction for fixing lackluster infrastructure. But IMO, nearly all of the infrastructure in the game needs to be reviewed and buffed, in one form or another. Either in their effect, or how much they cost.

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