[Vote] (6-39) Caravansary Changes (+Bank)

Approval Vote (select all options you'd be okay with)


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    75
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pineappledan

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Joined
Aug 9, 2017
Messages
10,124
Location
Alberta, Canada
Current
Caravansary
200:c5production:
unlocked at Currency
1 :c5gold:
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output.​
:trade:Land Trade Routes gain +50% Range and +3 :c5gold: Gold​
+1 :c5gold: from Merchants.​
+1 :c5gold: and :c5food: for every 3 desert, or tundra tile worked by city.​
Truffles +2 :c5gold:
Cotton +1:c5production:/:c5culture:
Furs +1:c5gold:/:c5production:
Flax +1:c5gold:/:c5faith:

Bank
Unlocked at Banking
2 :c5gold:
When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into :c5science: Science.
Caravansaries and Customs Houses in the City gain +3 :c5gold: Gold.
Nearby Gold: +3 :c5gold:
Nearby Silver: +1 :c5gold:/:c5production:/:c5culture:
Nearby Gems: +2 :c5culture:, +1 :c5gold:

39 - Pineappledan's proposal

Proposal:

1. Increase :c5gold: / :c5food:per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus :c5gold: 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 :c5gold: :c5food: per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1 :c5gold:/:c5food:; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1:c5gold:, so also having Caravansaries -- which unlock on Currency -- also give +1:c5gold: 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 :c5gold: or have Currency give them +2 :c5gold:

39a - Diomedes_'s proposal
See the original thread for this proposal here

Proposal:
1. change "+1 :c5gold: and :c5food: for every 3 desert, or tundra tile worked by city" to "villages and towns in this city gain +1:c5food:/+1 :c5gold: and +2:c5food:/+2 :c5gold:, respectively"
2. remove bonus :c5gold: to Merchants
3. remove flat +1 :c5gold:
4. increase ":trade:Land Trade Routes gain 3 :c5gold: Gold" to "gain 5 :c5gold: 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 :c5gold: gold and Merchant :c5gold: gold but increasing trade route :c5gold: 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 :c5gold: gold.
  • Bank's +3 :c5gold: gold to Caravansary reduced to +1 :c5gold: gold to it instead.
  • Currency's +1 :c5gold: gold to merchant specialists moved and added to Caravansary's (for a total of +2 :c5gold: 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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This building already feels awful, I don't think it needs a nerf.
 
Currently state of affairs:
Caravansary
200:c5production:
unlocked at Currency
1 :c5gold:
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output.​
:trade:Land Trade Routes gain +50% Range and +3 :c5gold: Gold​
+1 :c5gold: from Merchants.​
+1 :c5gold: for every 3 desert, or tundra tile worked by city.​
Truffles +2 :c5gold:
Cotton +1:c5production:/:c5culture:
Furs +1:c5gold:/:c5production:
Flax +1:c5gold:/:c5faith:

Proposal:
1. Increase :c5gold: per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus :c5gold: 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 :c5gold: per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1 :c5gold:; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1:c5gold:, so also having Caravansaries -- which unlock on Currency -- also give +1:c5gold: 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 :c5gold: or have Currency give them +2:c5gold:
I feel similar. I always look for something useful in that building, and while it has ton of text and abilities inside, nothing seems to be really valueable. With this change I think harsher terrains will get more out of it. But what if you want to construct it on decent city not having desert nor tundra?
 
If you’re building caravansaries right now, it’s for the trade bonuses, which might mean you only need them in a handful of cities. The desert/tundra bonus is currently a non-factor, but with this change, the total :c5gold: Gold generated by desert/tundra will be more than 50% more than it is now. I think it should be enough that this building becomes a must-have in those terrains, like a harbor on coast.

The merchant bonus never felt like it helped fulfill a niche for the building. Meanwhile the desert/tundra bonus mirrors the terrain bonus on harbour, but isn’t strong enough to be niche-defining.
 
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Can you add an iterator to the proposal? I need to note my vote on a paper not to forget it later :)
 
Yes, corrected. Thanks for pointing that out.
I edited the OP to add the food
 
If you’re building caravansaries right now, it’s for the trade bonuses, which might mean you only need them in a handful of cities. The desert/tundra bonus is currently a non-factor, but with this change, the total :c5gold: Gold generated by desert/tundra will be more than 50% more than it is now. I think it should be enough that this building becomes a must-have in those terrains, like a harbor on coast.

The merchant bonus never felt like it helped fulfill a niche for the building. Meanwhile the desert/tundra bonus mirrors the terrain bonus on harbour, but isn’t strong enough to be niche-defining.
You build caravansaries for the trade bonuses.
I build them for the further pressure spread.
We are not the same.

Memes aside, should Burial Tomb get more yields to compensate? Like 1 flat :c5food: Food and :c5gold: Gold on desert/tundra?
 
I also build them early for the extended spread pressure. I don't get why people think it's a garbage building and only needed in a few cities.
 
A change would be interesting but more difficult to achieve (dll), would be to add desert + tundra before applying the 1 for 2 rule (To be applied for all 1/X terrains/features,...)
It's planned to change all similar effects to use this method.

A more outrageous idea is to change every single yield to have 2 decimal digits. This could be VP5.0!
 
A more outrageous idea is to change every single yield to have 2 decimal digits. This could be VP5.0!
Another idea is to double every yields in every aspect, making all those 1/2 bonuses easier to handle.
It would also permit them to show in the terrain itself, easing valuation of tiles :
  • Caravansary's bonus to tiles would be visible, a +1 :c5food:/:c5gold:, making easier to assess real tile value. Also applies to other 1/2 bonuses.
  • Percent bonuses to rounded resources like culture and faith (which are integer) would round sooner, making those bonuses more interesting.
Edit : typo
 
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A change would be interesting but more difficult to achieve (dll), would be to add desert + tundra before applying the 1 for 2 rule (To be applied for all 1/X terrains/features,...)
It's planned to change all similar effects to use this method.

A more outrageous idea is to change every single yield to have 2 decimal digits. This could be VP5.0!
Another idea is to double every yields by two in every aspect, making all those 1/2 bonuses easier to handle.
It would also permit them to show in the terrain itself, easing valuation of tiles :
  • Caravansary's bonus to tiles would be visible, a +1 :c5food:/:c5gold:, making easier to assess real tile value. Also applies to other 1/2 bonuses.
  • Percent bonuses to rounded resources like culture and faith (which are integer) would round sooner, making those bonuses more interesting.
Oh, boy... We are after Great Merge. Road to 5.0 is a long way, but I personally don't think it is needed.


BTW, @pineappledan 6-47 number is free. 6-45 was used by @ma_kuh.
 
should Burial Tomb get more yields to compensate? Like 1 flat :c5food: Food and :c5gold: Gold on desert/tundra?
So, what about this? Should I make a counterproposal just for this?
 
MAGI - Edited title for clarity with counterproposals
 
Original proposal: That's a straight nerf to Burial Tomb.
Proposal a: Is Burial Tomb getting a better bonus like right now?
 
Proposal:
1. Increase :c5gold: / :c5food:per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus :c5gold: to Merchants
3. change the relevant values on the Egyptian Burial Tomb to match
Burial Tomb already has 1 per 2 :c5gold: / :c5food:, so all you are doing is removing Burial Tomb's extra gold per merchant (relevant because Burial Tombs are built in every city).
 
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