#As more things become Ageless and available in Towns, consider removing Ageless from warehouses

8 messages · Page 1 of 1 (latest)

tame folio
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Title^

So, this is something I’ve been thinking about since the most recent updates. At launch, warehouses had a distinct function as sort of the “cornerstone” or “glue” buildings. They were the only things you could get in towns, they were one of the few ageless things and the only way outside of UQs to keep quarter bonuses, and they helped you sprawl towards ideal building spots.

However, the updates since release have added more things that also fill those gaps:

  • Urban Centers have access to all first tier buildings

  • Old buildings keep more of their yields, giving you both more options for sprawl and pseudo-ageless yields

  • More continuity options have, in-general, increased the momentum at the start of an age

Since the game came out, there’s been grumbling about Warehouses being Ageless and taking up space, as well as the silliness of seeing an ancient Granary next to a modern Financial Center. IMHO, that’s always provided the “push” for this change, but now there is the “pull” of Urban Centers and continuity changes creating both space and need to cut back elsewhere.

As more “fun” things are available in towns and kept between ages, I think the game could take a little of the power budget back from Warehouses to compensate.

On another note, I think Ageless Warehouses are far too strong currently with the new city state bonuses. You can get a lot of yields very cheaply by just spamming the cheap warehouses.

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A couple other thoughts I wanted to include:

  • I think the Warehouses cut against the reduced micromanagement of towns. Having to click to buy the previous-age warehouses in every new town has always been annoying, but it’s gotten more prevalent as warehouses have gotten stronger from the new city state bonuses.

  • I think the map and resource changes have also tilted the game towards needing more compact, less sprawling cities. More resources means less room for buildings, and same with more coastal erosion and longer navigable rivers. It’s really noticeable on the new islands, which usually require a bit of a puzzle to fit everything now

fallen iris
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I think the key question is, can you build a Granary in Exploration? (As one example)

This would be a new concept. Obsolete buildings that are still on your production list. Are some of your granaries old and obsolete and some are new and not obsolete? Is it just a thing that happens upon age transition? "Old Granary"?

Do old warehouse buildings lose their warehouse bonus?

tame folio
fallen iris
# tame folio To clarify, I think warehouses should just become obsolete the same way as other...

Is tricky when the explo warehouse buildings are river only. You kinda eliminate new farming towns etc. There's no land option if that fell off the list. They'd probably need to rethink that building restriction, or at least offer something for new non river towns. Also, the warehouses often act as shortcuts to resources. You'd be locking that option if the building is gone.

I do wonder if Warehouse Buildings would be worth having a bit more of a nuanced solution like maybe they're only ageless in towns...? Maybe they're overbuildable even though they're ageless? New category altogether "warehouse" (has their own rules)
Cos I do think having a baseline set of buildings that can be built in every age does have some benefits

tame folio
# fallen iris Is tricky when the explo warehouse buildings are river only. You kinda eliminate...

I don’t think the mills are an issue for land-based towns. Flat terrain is often near rivers, so it’s not really an issue. Stonecutters don’t need a river, either. For island towns, it’s a problem, but it’s an issue they have in the base game as well.

For the resource “bounce”, you can still bounce with the current-age warehouses. The only thing you can’t do is chain, say, 3 Antiquity warehouses to grab 3 treasures in Exploration.

IMHO, that’s fine and a desirable change. There’s a lot of new momentum between additional units and yields kept between ages, plus things like Treasure Convoys that also increase the early-game momentum.

At just a high-level, I think the game has overall increased both in momentum and micromanagement since release, to the point where needing “filler” to provide those two things is no longer necessary

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Put another way, the game is clearly heading in a direction where more things persist age transition. That’s naturally going to create yield-inflation, power-creep, or whatever you want to call it. Obviously you can increase the cost of everything to compensate, however, warehouses are one of the few times I have seen the feedback that some people would rather them not carry over.

Just seems like an obvious two-birds, one-stone situation.

fallen iris