What I like to do is to put everything I am not using into the Lombards. That way, none of my resources are lying around not being used and any Wood or Coin I can spare to put into them give me a Food profit, which I can then invest again to continue the cycle.
Italy’s Food gathering rate from Mills is not bad, but it is about 25% behind the best of the European nations in that area because they do not have Economic Theory (10%) and Food Silos (15%).
Lombard: Investment cap increased to 3000 (from 1500).
Uffizi (II): Now causes Lombards to always trickles a static 0.5 xp/s when converting investments, regardless of how many resource are invested (previously trickled 0.4 xp/s for each different resource, totaling 1.2 xp/s).
Voted no. Might reconsider based on some of the arguments in comments, though. The main thing I think the lombard needs is just some UI upgrades. First, there needs to be a counter where you can quickly see how much you have invested in each resource. Late-game you want it running all the time, especially with the Advanced Lombard and Usury cards sent. It functions as a pseudo-factory. So, that needs to be like the UI for the African market where you can see when you need to check in and manage it.
Seeing the actual exchange rates would be nice too. If it’s 1:1 with food, you still have incentive to do it for faster access to lumber for buildings and coin for units, but the player needs to know you’re not getting any extra.
The max realistic rate that the Lombard can trickle a resource is 2/second (3 for food) when you invest both other resources.
The bank trickles at 2.75 coin/second. Can be increased by 20%.
The bank costs 3.5 times as much to build.
You can have up to 11 banks with cards.
Maybe increasing the price of the Lombard but also increasing it’s trickle rate would make it more useful. It would also make it more viable to send one with a card.
It’s not generating resources after all, it’s just converting.
Voted no but don’t think the xp nerf was necessary. Also they can combine the upgrade cards to be more viable in 1v1 sup, I’ve had 10 or so games reach age 4 and never once would I send the age 3 or 4 card, it just takes too long to pay for itself being a 1000/1600r shipment, but the fact that you have to spend 2 shipments on these… ugh
The age 3 card specifically that doubles lombard rate, it’s worth maybe 5 vil and only really becomes worth when you send the age 4 card, but tell me is any civ going to waste an age 3 card on equivalent of 5 vil? Average vil shipment in age 3 is 7-8, hausa even have 5+5 griot, if they want to make this age3 card viable then it should also ship 4 lombard!
Even though complaints about lack of auto-renewal for lombards has been mainly about treaty, I think the biggest design issue with lombards is in 1v1 where if you have 5 advanced lombards, you now have to make a decision about whether you will need 300 of x resource in the next 15 seconds. You have to do this for each resource, every 15 seconds. That is insane, and is a nightmarish macro mechanic for a slightly profitable resource conversion imo.
Where the base exchange rate for wood needs to be improved (since it is equal to that of gold, being wood a resource that is harvested much more slowly)and some changes to the usury card that does not replace the loss of a factory.