Currently, we have a lot of buildings that have limited purpose.
On the other hand, we have provincial investments that somehow do similar things you'd expect buildings to do, but they're more abstract and gamey.
1) Promote Infrastructure Spending (Civic): +2.50% Population Capacity
This steps on the toes of aqueducts, which add 4 flat pop capicity instead (that's then modified by % values such as the above).
The mixture of flat numbers and modifiers seems like questionable game design and adds to the stigma of PDX being "like spreadsheets". Only math freaks and guide readers will realize that you need a sufficient number of modifiers first before aqueducts start making sense.
----> merge the effect into aqueducts.
2) Entice Business Investments (Oratory): +1 Local Import Routes
This one does what we'd normally expect from harbors, roads and markets. Only that harbors do nothing for trade, while roads and markets add a mostly negligible % modifier that only matters for the megacities we wanted to avoid. Plus there are trade routes from pops. How all this interacts is rather obscure and only explicable through the history of development (where old features remain without really fitting into the new concept)
----> Add flat modifiers to harbors, roads, and markets.
3) Install Provincial Procurators (Military): +0.01 Local Provincial Loyalty and +1 Fort Infrastructure Capacity
Honestly, the whole concept of "fort infrastructure capacity" only made sense for the short moment between 2.0 and 2.0.1 when forts were really expensive to maintain. Now it's hardly ever worth to spend 80 political influence just to save 0.2 gold per month. Seems like a trap choice.
----> Throw the whole "fort infrastructure capacity" out of the window IMO, as many didn't understand it correctly anyway. It's just interface clutter.
4) Make Religious Endowments (Religious): +1 Local City Building Slots
This one is the only one that could stay, as it makes no sense as building anyway.
----> Add this one to the buildings, but let it cost PI only and add the effects of the tax office ("improve city administration: +1 building slot, +10% tax")
If one worries about where to spend the Political Influence instead:
----> make some buildings have an additional PI cost! Each additional fort or port level per province could cost a scaling amount of PI, for example. This would prevent spamming forts and ports while saving on interface clutter.
Thoughts?
On the other hand, we have provincial investments that somehow do similar things you'd expect buildings to do, but they're more abstract and gamey.
1) Promote Infrastructure Spending (Civic): +2.50% Population Capacity
This steps on the toes of aqueducts, which add 4 flat pop capicity instead (that's then modified by % values such as the above).
The mixture of flat numbers and modifiers seems like questionable game design and adds to the stigma of PDX being "like spreadsheets". Only math freaks and guide readers will realize that you need a sufficient number of modifiers first before aqueducts start making sense.
----> merge the effect into aqueducts.
2) Entice Business Investments (Oratory): +1 Local Import Routes
This one does what we'd normally expect from harbors, roads and markets. Only that harbors do nothing for trade, while roads and markets add a mostly negligible % modifier that only matters for the megacities we wanted to avoid. Plus there are trade routes from pops. How all this interacts is rather obscure and only explicable through the history of development (where old features remain without really fitting into the new concept)
----> Add flat modifiers to harbors, roads, and markets.
3) Install Provincial Procurators (Military): +0.01 Local Provincial Loyalty and +1 Fort Infrastructure Capacity
Honestly, the whole concept of "fort infrastructure capacity" only made sense for the short moment between 2.0 and 2.0.1 when forts were really expensive to maintain. Now it's hardly ever worth to spend 80 political influence just to save 0.2 gold per month. Seems like a trap choice.
----> Throw the whole "fort infrastructure capacity" out of the window IMO, as many didn't understand it correctly anyway. It's just interface clutter.
4) Make Religious Endowments (Religious): +1 Local City Building Slots
This one is the only one that could stay, as it makes no sense as building anyway.
----> Add this one to the buildings, but let it cost PI only and add the effects of the tax office ("improve city administration: +1 building slot, +10% tax")
If one worries about where to spend the Political Influence instead:
----> make some buildings have an additional PI cost! Each additional fort or port level per province could cost a scaling amount of PI, for example. This would prevent spamming forts and ports while saving on interface clutter.
Thoughts?
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