Issues
Houses that are mini-factories are overall a very poor design. You need to build houses anyways so the cost for the extra production is tiny and provides unraidable income that can be created much faster than villagers. This leads to overpowered civilizations like Inca and Japan.
Resource generating buildings should be balanced by being irreplaceable and limited (Factories and Wonders) or expensive and inflexible (Banks). What they should not be is the houses you were going to build anyways.
Kancha Houses
These are the worst offender and don’t even require proximity to any natural resources. Their food generation should be replaced by Qullqas. Kancha Houses could retain a bonus by spawning a Llama when constructed. Since they wouldn’t be tied to resource production, more bonus Llamas could be provided by reducing their cost and population provided and increasing their build limit (or they could just be replaced by normal houses).
Qullqa
Qullqas were storehouses of the Incan empire. They would be similar to Banks but generate food instead of coin. Upgrades and/or cards could enable the generation of other resources (Quipu would be a good name for an upgrade). The Incan Plantation trickle should also be moved to this building.
Shrines
Shrines should also be separated from houses. A function more similar to Mountain Monasteries would be a much better fit for Shrines. Their quantity could be reduced, but cost and productivity should also increase to balance out. Kannushi healers could have a role similar to Abuns and be able to construct and work at Shrines.
One way Kannushi could work at shrines would be if Shrines would “deplete” animals. Animals could slowly lose food while at a Shrine and leave the Shrine once they reached zero to forage in the wild and fatten again. Animals away from Shrines would temporarily be vulnerable to other players. Kannushi could be tasked to the Shrine to feed animals and keep them there. Too few Kanushis would only slow the animal’s hunger while excess Kanushis could very slowly spawn new sacred animals. This method would discourage very greedy forward Shrines to deny hunts because the hunts would periodically need to replenish or the Kannushi maintaining the Shrine would be vulnerable to attack.
Torps
Torps don’t actually generate resources like Shrines and Kanchas do so they are more like a stationary villager than a mini-factory. Provided they are properly balanced, they are functionally okay. Slight nerfs like giving Torps a food cost to slightly offset the berries or slowing villager train time for Sweden could be options to make up for the strength of Torp booming.
One area that could be improved for Torps is the visual style. Instead of a weird green ring around collected resources, Torps could visually change with props surrounding them based on what they are gathering:
- Any work = smoke from the chimney
- Mining = pickaxe and pan of gold
- Chopping = stump with axe and woodpile
- Hunting = tanning rack or curing rack
- Berries = jars of jam
Other similar buildings could also be visually improved:
- Villagers affected by Granaries or the Karni Mata could have basket backpacks to show their extra capacity
- Granaries could have dogs come out from them to join hunters after Village Dogs is researched
- Karni Mata could have rats move up to the radius it boosts (the gather bonus is called “keeper of the rats”)
The green indicator could still show up when the buildings themselves are selected to maintain clarity.