This idea crossed my mind while reading the thread about limiting treasuries (which I think is a rather bad idea, as the root has be targetted IMO - too much income middle/late game and too few things costing/draining money).
A small contribution to solving this issue could be introducing a monthly building maintainance cost (like we have it already for fortresses). I like that idea, because it is:
- immersive (providing infrastructure costs - think of libraries, courtyards, templs, theatres, aquaeducts and all those nice things...it just makes no sense that there is only an upfront cost for erecting them, but no running costs afterwards)
- adding strategic depth in regard to buildings - no longer it makes sense mindlessly fill your cities Buildings spaces just because you currently have a money and maybe an extra modifier giving you cheaper buildings
- it would add another possible factor for balancing out buildings (e.g. mills and forums could cost less maintenance then libraries)
- it does scale with becoming bigger
- you could even tie in a cost increase by tech level if desired
- UI-wise it something which can be easily presented and calculated, so it isn't unnecessary complicated.
Something between 0,05 and 0,2 for most buildings each month could work - certain like Tribal Villages could cost less (might be a good idea for the settlement ones) or even be complete exceptions. Also an increasing maintenance cost for multiple buildings of the same type in a city could make sense.
Opinions, questions, ideas for how many should be charged for the different buildings?
A small contribution to solving this issue could be introducing a monthly building maintainance cost (like we have it already for fortresses). I like that idea, because it is:
- immersive (providing infrastructure costs - think of libraries, courtyards, templs, theatres, aquaeducts and all those nice things...it just makes no sense that there is only an upfront cost for erecting them, but no running costs afterwards)
- adding strategic depth in regard to buildings - no longer it makes sense mindlessly fill your cities Buildings spaces just because you currently have a money and maybe an extra modifier giving you cheaper buildings
- it would add another possible factor for balancing out buildings (e.g. mills and forums could cost less maintenance then libraries)
- it does scale with becoming bigger
- you could even tie in a cost increase by tech level if desired
- UI-wise it something which can be easily presented and calculated, so it isn't unnecessary complicated.
Something between 0,05 and 0,2 for most buildings each month could work - certain like Tribal Villages could cost less (might be a good idea for the settlement ones) or even be complete exceptions. Also an increasing maintenance cost for multiple buildings of the same type in a city could make sense.
Opinions, questions, ideas for how many should be charged for the different buildings?
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