pineappledan
Deity
Current
Caravansary
Bank
Unlocked at Banking
2
When you spend Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into Science.
Caravansaries and Customs Houses in the City gain +3 Gold.
Nearby Gold: +3
Nearby Silver: +1 //
Nearby Gems: +2 , +1
39 - Pineappledan's proposal
Proposal:
1. Increase / per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus to Merchants
3. change the relevant values on the Egyptian Burial Tomb to match
Reasoning:
The 1 per 3 tiles requirement is hard to achieve and hard to keep track of. The reward of 0.33 per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1 /; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1, so also having Caravansaries -- which unlock on Currency -- also give +1 to merchants seems redundant. Having the same bonus on the same tech in two separate places is bloat, and the Caravansary already does a lot of stuff.
If we want Merchants to have higher yields we should either increase the base yield of merchants to 5 or have Currency give them +2
39a - Diomedes_'s proposal
See the original thread for this proposal here
Proposal:
1. change "+1 and for every 3 desert, or tundra tile worked by city" to "villages and towns in this city gain +1/+1 and +2/+2 , respectively"
2. remove bonus to Merchants
3. remove flat +1
4. increase "Land Trade Routes gain 3 Gold" to "gain 5 Gold"
5. change the relevant values on the Egyptian Burial Tomb to match
Rationale:
The Caravansary is already one of the weakest and most situational buildings at that time of the game. My proposal is to make it slightly stronger overall with a stronger and much more straight forward tile yield buff, but maintain its very situational character by removing the flat gold and Merchant gold but increasing trade route gold. I agree with others that the Caravansary should not be a Desert/Tundra solver, so instead I'm proposing to shift the bonus yields onto villages and towns, in keeping with the trade theme of the building.
39b - Legen's proposal
See the original thread for this proposal here
Proposal
Rationale
Caravansary is a desirable building once you have a Bank in the city, but vey cost ineffective until then; as such, Caravansary is in practice a Renaissance building in most cases. Moving part of the Bank's effect to Caravansary's baseline stats should be enough to make it a desirable building on its own, and do so without shaking balance on the mid-late stages of the game.
Both Caravansary and its tech boosts merchants; we can declutter the tech tree a bit by merging both effects together on the Caravansary.
Given that the current congress session has proposals that touch the Goddess of Stars and Sky and Goddess of the Hunt pantheons, I'd rather not touch Caravansary's terrain effect yet, as it can mess with the balance they aim for.
Caravansary
200
unlocked at Currency
1
When a Land Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +3 Gold
+1 from Merchants.
+1 and for every 3 desert, or tundra tile worked by city.
Truffles +2
Cotton +1/
Furs +1/
Flax +1/
Bank
Unlocked at Banking
2
When you spend Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into Science.
Caravansaries and Customs Houses in the City gain +3 Gold.
Nearby Gold: +3
Nearby Silver: +1 //
Nearby Gems: +2 , +1
39 - Pineappledan's proposal
Proposal:
1. Increase / per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus to Merchants
3. change the relevant values on the Egyptian Burial Tomb to match
Reasoning:
The 1 per 3 tiles requirement is hard to achieve and hard to keep track of. The reward of 0.33 per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1 /; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1, so also having Caravansaries -- which unlock on Currency -- also give +1 to merchants seems redundant. Having the same bonus on the same tech in two separate places is bloat, and the Caravansary already does a lot of stuff.
If we want Merchants to have higher yields we should either increase the base yield of merchants to 5 or have Currency give them +2
39a - Diomedes_'s proposal
See the original thread for this proposal here
Proposal:
1. change "+1 and for every 3 desert, or tundra tile worked by city" to "villages and towns in this city gain +1/+1 and +2/+2 , respectively"
2. remove bonus to Merchants
3. remove flat +1
4. increase "Land Trade Routes gain 3 Gold" to "gain 5 Gold"
5. change the relevant values on the Egyptian Burial Tomb to match
Rationale:
The Caravansary is already one of the weakest and most situational buildings at that time of the game. My proposal is to make it slightly stronger overall with a stronger and much more straight forward tile yield buff, but maintain its very situational character by removing the flat gold and Merchant gold but increasing trade route gold. I agree with others that the Caravansary should not be a Desert/Tundra solver, so instead I'm proposing to shift the bonus yields onto villages and towns, in keeping with the trade theme of the building.
39b - Legen's proposal
See the original thread for this proposal here
Proposal
- Caravansary gains an extra +2 gold.
- Bank's +3 gold to Caravansary reduced to +1 gold to it instead.
- Currency's +1 gold to merchant specialists moved and added to Caravansary's (for a total of +2 gold from merchants on Caravansary).
- Burial Tomb's relevant effects adjusted accordingly to match the above changes.
Rationale
Caravansary is a desirable building once you have a Bank in the city, but vey cost ineffective until then; as such, Caravansary is in practice a Renaissance building in most cases. Moving part of the Bank's effect to Caravansary's baseline stats should be enough to make it a desirable building on its own, and do so without shaking balance on the mid-late stages of the game.
Both Caravansary and its tech boosts merchants; we can declutter the tech tree a bit by merging both effects together on the Caravansary.
Given that the current congress session has proposals that touch the Goddess of Stars and Sky and Goddess of the Hunt pantheons, I'd rather not touch Caravansary's terrain effect yet, as it can mess with the balance they aim for.
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