Cuteunit
May 22, 2008, 07:18 PM
Either the latter game Government and Economic civics need to have severely higher civic upkeep, or these wonders need a completely differrent function.
It is a guaranteed reliable game winner to build both the pyramids and the marco polo, then switch to corporatism/global trade. These civics are so powerful that they even dwarf representation+caste system and a situation is created where the player who does this quickly techs so much faster than anyone else that they have lightsabers while everyone else has only muskets.
A great example is the game I just got out of and likely will not return to. My friend who did as I described above had nearly 1000 GNP while the nearest competitor was floating around 225. This happens every time.
Honestly it goes all the way back to BTS, but why do the Pyramids enable all government civics anyways? It's a giant religious vanity project for a king.
Wouldnt the Pyramids be more like the Taj Mahal in social function?
Wouldnt something like this make more sense?
+50% golden age length
-50% Anarchy Length
+X happiness for Spiritual leaders (it is a religious wonder after all, it's not the golden gate bridge)
Free Ceremonial Altar in every city.
Requires Palace ( its a megatomb for your king)
I did the xml for it and it works fine ingame.. I plan to use this going forward as it does seem best to address the root cause ( modern/futuristic forms of government and commerce completely unsustainable by an ancient culture giant pile of boulders or no being applied to said ancient civ by deus ex machina) but official just has a nicer, crispier feel.
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_PYRAMID</BuildingClass>
<Type>BUILDING_PYRAMID</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_PYRAMID</Description>
<Civilopedia>TXT_KEY_BUILDING_PYRAMID_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PYRAMID_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_PYRAMID</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_PYRAMIDS</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>ERA_CLASSICAL</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_MASONRY</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits>
<HappinessTrait>
<HappinessTraitType>TRAIT_SPIRITUAL</HappinessTraitType>
<iHappinessTrait>5</iHappinessTrait>
</HappinessTrait>
</HappinessTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>BUILDINGCLASS_SACRIFICIAL_ALTAR</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption/>
<GreatPeopleUnitClass>UNITCLASS_ENGINEER</GreatPeopleUnitClass>
<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>1</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>500</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>-50</iAnarchyModifier>
<iGoldenAgeModifier>50</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>12</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>100.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>6</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound>AS2D_BUILD_PYRAMID</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_STONE</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors/>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
I'm not sure what the marco polo ought to do but it's an even worse agent of wild imbalance than the Pyramids are, in RoM.
It is a guaranteed reliable game winner to build both the pyramids and the marco polo, then switch to corporatism/global trade. These civics are so powerful that they even dwarf representation+caste system and a situation is created where the player who does this quickly techs so much faster than anyone else that they have lightsabers while everyone else has only muskets.
A great example is the game I just got out of and likely will not return to. My friend who did as I described above had nearly 1000 GNP while the nearest competitor was floating around 225. This happens every time.
Honestly it goes all the way back to BTS, but why do the Pyramids enable all government civics anyways? It's a giant religious vanity project for a king.
Wouldnt the Pyramids be more like the Taj Mahal in social function?
Wouldnt something like this make more sense?
+50% golden age length
-50% Anarchy Length
+X happiness for Spiritual leaders (it is a religious wonder after all, it's not the golden gate bridge)
Free Ceremonial Altar in every city.
Requires Palace ( its a megatomb for your king)
I did the xml for it and it works fine ingame.. I plan to use this going forward as it does seem best to address the root cause ( modern/futuristic forms of government and commerce completely unsustainable by an ancient culture giant pile of boulders or no being applied to said ancient civ by deus ex machina) but official just has a nicer, crispier feel.
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_PYRAMID</BuildingClass>
<Type>BUILDING_PYRAMID</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_PYRAMID</Description>
<Civilopedia>TXT_KEY_BUILDING_PYRAMID_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PYRAMID_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_PYRAMID</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_PYRAMIDS</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>ERA_CLASSICAL</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_MASONRY</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits>
<HappinessTrait>
<HappinessTraitType>TRAIT_SPIRITUAL</HappinessTraitType>
<iHappinessTrait>5</iHappinessTrait>
</HappinessTrait>
</HappinessTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>BUILDINGCLASS_SACRIFICIAL_ALTAR</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption/>
<GreatPeopleUnitClass>UNITCLASS_ENGINEER</GreatPeopleUnitClass>
<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>1</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>500</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>-50</iAnarchyModifier>
<iGoldenAgeModifier>50</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>12</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>100.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>6</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound>AS2D_BUILD_PYRAMID</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_STONE</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors/>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
I'm not sure what the marco polo ought to do but it's an even worse agent of wild imbalance than the Pyramids are, in RoM.