Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,607
Counterproposal to:
and more specifically to:
Current Carthage UA
Proposed Carthage UA
Current Carthage UNW (Great Cothon):
Available at Currency (two techs early)
Requires Market
Replaces East India Company
Cost: 140
Gold: +4
Receive an additional copy of all Luxury Resources around the City.
Incoming Trade Routes generate +5 Gold for the City, and +3 Gold for the Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 Production, and all Lighthouses gain +2 Culture.
Gain 2 Additional Trade Routes.
-2 Unhappiness from Poverty in this City (up from 1), and -1 in all other Cities.
The Production Cost increases based in the number of Cities you own (no Population requirement).
Harbor bonuses:
Proposed Carthage UNW (Great Cothon):
Available at Currency (two techs early)
Coastal Only
Replaces East India Company
Cost: 140
Gold: +4
Receive an additional copy of all Luxury Resources around the City, and 3 Cargo Ships in the City.
All Owned Cities gain a free Harbor.
Incoming Trade Routes generate +5 Gold for the City, and +3 Gold for the Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 Production, and all Lighthouses gain +2 Culture.
Gain 3 Additional Trade Routes.
-2 Unhappiness from Poverty in this City (up from 1), and -1 in all other Cities.
The Production Cost increases based in the number of Cities you own (no Population requirement).
Polynesia Changes:
Rationale:
Giving a cargo ship to each Carthaginian city leans into Carthage as a trade route civilization (as it already has bonuses for its trade routes) and keeps the settler rush intact. Conversely, it delays the immediate impact and extends the UA's active participation on the player throughout the game, and pushes them very hard into settling coast (and need to make sacrifices to settle inland for luxuries and defense). A cargo ship in classical is worth 140 or 250 , but takes quite some time to pay off and must also be protected from barbarians. With a trade ship and a granary/stone works, you can also remove isolation penalties from remote cities as needed while you tech towards lighthouses. Raze/Resettle also becomes something available to Carthage in the later game; it was never worth it for 125 era-scaled gold, but an additional trade route is a better trade. For reference, lighthouses cost 150 or 75 + 190 and 1 maintenance, but it's assumed that the free harbours on the UNW are a replacement for this.
To make the most out of the improved Resource Diversity, the civilization wants to settle cities with high resource density/variety, which creates some tension compared to just settling as many cities as it can (tanking happiness in the process). In addition, it focuses the civ outward, making it more difficult to protect said trade routes. Finally, it improves the gains from those trade routes, and provides a fallback when they inevitably start getting pillaged. The civilization wants to get a a good return on those bonus routes by that point.
Carthage now also has an additional gold sink in that it is worth purchasing units over the entire game. Carthage still doesn't have military bonuses outside of its UU, so this is more of a defensive bonus without investment into agressive global options.
Notes:
XP is stored up to 2 decimal places.
There are additional options that the player can take to increase XP in addition to this.
Teocalli (classical?) adds an additional 15/7.5 XP
Brandenburg (Industrial) adds an additional 15/7.5 XP
Elite forces (autocracy) adds an additional 15/7.5 XP
Mercenary units (medieval/industrial/atomic) get full XP on gold purchase
Draft registration (freedom, tier 1) eliminates the XP penalty for all gold purchases
edit: formatting, grammar
addendum: removed bonus trade routes, reduced bonus purchase XP, removed resource diversity from UA and put a weakened version on the UNW, UNW gains another trade route and 3 cargo ships.
addendum 2: reverted resource diversity change. UA receives double as current, UNW receives 25% as current. UNW must be in a coastal city.
MAGI: Complex proposal, DLL and database changes
(7-30) Polynesia UA and Carthage UA+UB rework
Problems: 1) Both Civs underperform in AI tests. (Especially Polynesia, but Carthage too dependent on map) 2) Carthage and Polynesia are different but have one thing in common – they have ability to use water tiles earlier than ordinary Civs. While it could be justified for Polynesia, it’s...
forums.civfanatics.com
and more specifically to:
(7-30a) Carthage and Polynesia UA reworks
Counterproposal to this: https://forums.civfanatics.com/threads/7-30-polynesia-ua-and-carthage-ua-ub-rework.688923/ Rationale: Both of these civs have been doing poorly in test games, and are appear to be in need of some buffs. Polynesia: After much discussion, I have at last relented an...
forums.civfanatics.com
Current Carthage UA
+125 Gold when founding Cities, scaling with Era. Owned Coastal Cities receive a Lighthouse. Trade Route Resource Diversity modifier doubled.
Proposed Carthage UA
Gain a Cargo Ship after founding a Coastal City. Trade Route Resource Diversity modifier doubled. Purchased Units gain 5 experience, scaling with era.
Current Carthage UNW (Great Cothon):
Spoiler :
Available at Currency (two techs early)
Requires Market
Replaces East India Company
Cost: 140
Gold: +4
Receive an additional copy of all Luxury Resources around the City.
Incoming Trade Routes generate +5 Gold for the City, and +3 Gold for the Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 Production, and all Lighthouses gain +2 Culture.
Gain 2 Additional Trade Routes.
-2 Unhappiness from Poverty in this City (up from 1), and -1 in all other Cities.
The Production Cost increases based in the number of Cities you own (no Population requirement).
Harbor bonuses:
Spoiler :
+1
+150 HP
+2 War Supply
+15% when building naval units
+50% sea trade route length and +2
When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your culture output
+1 to coast and ocean tiles
+1 to sea resources
Can buy Cargo ships with
+150 HP
+2 War Supply
+15% when building naval units
+50% sea trade route length and +2
When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your culture output
+1 to coast and ocean tiles
+1 to sea resources
Can buy Cargo ships with
Available at Currency (two techs early)
Coastal Only
Replaces East India Company
Cost: 140
Gold: +4
Receive an additional copy of all Luxury Resources around the City, and 3 Cargo Ships in the City.
All Owned Cities gain a free Harbor.
Incoming Trade Routes generate +5 Gold for the City, and +3 Gold for the Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 Production, and all Lighthouses gain +2 Culture.
Gain 3 Additional Trade Routes.
-2 Unhappiness from Poverty in this City (up from 1), and -1 in all other Cities.
The Production Cost increases based in the number of Cities you own (no Population requirement).
Polynesia Changes:
Spoiler :
Look somewhere else for your Polynesia changes.
Rationale:
Giving a cargo ship to each Carthaginian city leans into Carthage as a trade route civilization (as it already has bonuses for its trade routes) and keeps the settler rush intact. Conversely, it delays the immediate impact and extends the UA's active participation on the player throughout the game, and pushes them very hard into settling coast (and need to make sacrifices to settle inland for luxuries and defense). A cargo ship in classical is worth 140 or 250 , but takes quite some time to pay off and must also be protected from barbarians. With a trade ship and a granary/stone works, you can also remove isolation penalties from remote cities as needed while you tech towards lighthouses. Raze/Resettle also becomes something available to Carthage in the later game; it was never worth it for 125 era-scaled gold, but an additional trade route is a better trade. For reference, lighthouses cost 150 or 75 + 190 and 1 maintenance, but it's assumed that the free harbours on the UNW are a replacement for this.
To make the most out of the improved Resource Diversity, the civilization wants to settle cities with high resource density/variety, which creates some tension compared to just settling as many cities as it can (tanking happiness in the process). In addition, it focuses the civ outward, making it more difficult to protect said trade routes. Finally, it improves the gains from those trade routes, and provides a fallback when they inevitably start getting pillaged. The civilization wants to get a a good return on those bonus routes by that point.
Carthage now also has an additional gold sink in that it is worth purchasing units over the entire game. Carthage still doesn't have military bonuses outside of its UU, so this is more of a defensive bonus without investment into agressive global options.
Building | XP after Purchase | Level after Purchase | XP after Build | Level After Build | XP after Purchase (Carthage UA) | Level After Purchase ( CarthageUA) |
---|---|---|---|---|---|---|
Ancient | 0 | 1 | 0 | 1 | 5 | 1 |
Ancient (Barracks) | 7.5 | 1 | 15 | 2 (req 10xp) | 7.5+5 = 12.5 | 2 (req 10xp) |
Classical | 7.5 | 1 | 15 | 2 | 7.5+5 = 12.5 | 2 |
Medieval | 7.5 | 1 | 15 | 2 | 7.5+10 = 17.5 | 2 |
Medieval (Armory) | 17.5 | 2 (req 10xp) | 35 | 3 (req 30xp) | 17.5+10 = 27.5 | 2 |
Renaissance | 17.5 | 2 | 35 | 3 | 17.5+15 = 32.5 | 3 (req 30xp) |
Industrial | 17.5 | 2 | 35 | 3 | 17.5+20 = 37.5 | 3 |
Industrial (Military Academy) | 30 | 3 (req 30xp) | 60 | 4 (req 60xp) | 30+20 = 50 | 3 |
Modern | 30 | 3 | 60 | 4 | 30+25 = 55 | 3 |
Atomic | 30 | 3 | 60 | 4 | 30+30 = 60 | 4 (req 60xp) |
Information | 30 | 3 | 60 | 4 | 30+35 = 65 | 4 |
XP is stored up to 2 decimal places.
There are additional options that the player can take to increase XP in addition to this.
Teocalli (classical?) adds an additional 15/7.5 XP
Brandenburg (Industrial) adds an additional 15/7.5 XP
Elite forces (autocracy) adds an additional 15/7.5 XP
Mercenary units (medieval/industrial/atomic) get full XP on gold purchase
Draft registration (freedom, tier 1) eliminates the XP penalty for all gold purchases
edit: formatting, grammar
addendum: removed bonus trade routes, reduced bonus purchase XP, removed resource diversity from UA and put a weakened version on the UNW, UNW gains another trade route and 3 cargo ships.
addendum 2: reverted resource diversity change. UA receives double as current, UNW receives 25% as current. UNW must be in a coastal city.
MAGI: Complex proposal, DLL and database changes
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