pineappledan
Deity
Counterproposal to: https://forums.civfanatics.com/threads/2-08-proposal-please-perpetuate-pilum.680223/
civ-5-cbp.fandom.com
Glory of Rome
+15%
Production towards buildings already in your Capital
Captured Cities retain all their buildings (including UBs and UNWs, but not regular NWs) and gain 4 free tiles.
Legion (Swordsman)
Available at Iron Working
18 CS
Discipline
Cover I
Pilum (lost on upgrade)
Can build roads and forts
Colosseum (Arena)
+2
3
3
+2%
gold from
City Connections on empire
+2
to barracks, forges, and armories
gain GG/GA points in this city and
GAP points in all cities when you kill a unit, scaling with era
Resource boosts
- Rome's building stealing bonus is unique, but it is conflicted, awkward, situationally ridiculous, and it's a modmodding nightmare that degrades turn performance and stability.
- In general there are just too many capture bonuses, via beliefs, policies, and Traits, and Rome contributes to this problem in its own small way.
- Civilizing Mission (Imperialism Policy) is a really awkward attempt at copying the build retention ability by making rebuilding conquered cities really fast. A building retention bonus is a better fit there.
Pax Romana
UI - Villa
Spoiler Current Rome bonuses: :

Civilizations
Back to Vox Populi Front Page Below you will find a list of all civilizations and leaders in Vox Populi, as well as their unique abilities, improvements, units, and buildings. 4. The list of Buildings that Conquistadors come with: Council, Granary, Market, Monument, Barracks, Shrine, Watermill/...
Glory of Rome
+15%

Captured Cities retain all their buildings (including UBs and UNWs, but not regular NWs) and gain 4 free tiles.
Legion (Swordsman)
Available at Iron Working
18 CS
Discipline
Cover I
Pilum (lost on upgrade)
Can build roads and forts
Colosseum (Arena)
+2



+2%


+2

gain GG/GA points in this city and

Resource boosts
Spoiler Problems :
- Rome's building stealing bonus is unique, but it is conflicted, awkward, situationally ridiculous, and it's a modmodding nightmare that degrades turn performance and stability.
- The fine print of the UB stealing ability is that it can steal all buildings in a city, including NeverCapture buildings.
- This has created the need for all sorts of extra code so that it won't steal dummy buildings or UA abilities tied to hidden buildings in cities. It's created the need for rulesets over top of rulesets and nested checks that make making new things for modders overly complex.
- Rome's ability doesn't steal national wonders, because it was determined that Rome could steal multiple copies of stacking global bonuses by capturing multiple copies of the same building. Even from capturing the same national wonder multiple times off the same civ. For example, Rome could get multiple global +2
to Arenas on empire boosts from capturing multiple Circus Maximus national wonders. But on the other hand, some civs have unique national wonders, so it was decided that there should be an exception to this exception, and that they should be able to capture those, AND get to keep his own copy of that base national wonder if he has already built it for himself. BUT, only one of those UNW can exist in his empire at a time, so an exception to the exception to the exception. Confused yet?
- Any unique building ability that is encoded in lua also needs to check if Rome is in the game, because Rome can steal the building. In the case of a mod like 4UC, this means that while each civ only has to check for the presence of 1 building in their cities, and execute the code for that building, on Romes turn it needs to check for and initiate the bonuses for ALL unique buildings. This can mean dozens of separate checks on Rome's turns. This problem is further exacerbated by custom civs. This means modders face a choice between either: a) breaking compatibility with VP Rome for their modmod, or b) risking game crashes and major performance hits if everything has to also work for Rome.
- This issue is potentially infinite, since modmodders in the future can just keep adding new civs and components to the game, but it all has to pass this Rome rule.
- Rome gains 4 free tiles on city conquest, compared to Shoshone's 8 free tiles on settle. Shoshone's bonus is 2x as strong, earlier, and easier to use, and can be used by raze-resettling cities too.
- Rome's yields on kill bonuses are similar to Greece's Acropolis, but the Acropolis gives
culture on kills, which I would rather have
- In general there are just too many capture bonuses, via beliefs, policies, and Traits, and Rome contributes to this problem in its own small way.
- Civilizing Mission (Imperialism Policy) is a really awkward attempt at copying the build retention ability by making rebuilding conquered cities really fast. A building retention bonus is a better fit there.
Spoiler Proposal :
Pax Romana
+15%
Production towards buildings already in your Capital.

Can Forcefully Annex city-states via Tribute.
Conquered City States continue to provide rewards
- Forced annexation is an old VP Mongolia ability, but I propose some changes to it
- Forced annexation is a 3rd option in the "Demand Tribute" menu of the CS window. It does not replace Heavy Tribute.
- Unlike the old Mongolia, forced annexation just gives you the city and all its units. It does not also give instant yields
- All owned former city-states (either tribute-annexed or conquered) give you the yield bonuses of a CS friend of that type (eg. a captured Cultural CS will give
per turn in your capital)
- Owned former city-states are not counted as CS friends for things like Chancery building yields.
- The one exception is that owned Militaristic CS gift units as if they are Allies, ie. they gift units at a higher rate, and will gift their UUs.
Available at Iron Working
18 CS
Discipline
Cover I
Pilum (stays on upgrade)
Can build roads and forts
UI - Villa
unlocked at Engineering
No Two Adjacent, Not on Resource, Not Adjacent to City
3
1
1



Villa gains +1 
for each two adjacent Farms/Plantations/Pastures


Each Villa on Empire provides 2
to the
Capital


+1 
at Printing Press


+1 
at Electricity


Civilizing Mission (Imperialism policy)Conquered cities retain all buildings. Puppeted cities and cities with a Courthouse gain +10%
Production towards buildings, with an additional +10%
Production per Era difference between your current Era and the building's Era.


Great Expanse (Shoshone UA)Newly acquired Cities gain additional territory (8 tiles on Found, 4 tiles on Conquest), and your Land Units receive a Combat bonus when fighting within their own territory. All Recon Units can choose rewards from Ancient Ruins.
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