pineappledan
Deity
Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 10 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 2, Proposal 24
Current Situation:
Persia has 2 parts of their kit that give GAP per turn:
Problems:
The Gold to GAP converter in the UA is fairly weak.
UA: Increase the Gold to GAP converter to 15%, and make it use income before expenses
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 10 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 2, Proposal 24
Current Situation:
Persia has 2 parts of their kit that give GAP per turn:
- Note: "Gold income" in the UA refers to net GPT, meaning the GAP conversion is done after your gold income is reduced by things like unit and building maintenance.
Problems:
The Gold to GAP converter in the UA is fairly weak.
- It's contribution towards your GA progress is too subtle to be noticeable
- The wording is misleading. "Gold Income" is used in the UI to denote GROSS income, but testing done by @ridjack indicates the converter is based on NET income
- It's not good design to have 2 different passive bonuses giving the same yield in a kit. Persia would be more elegant and functional if it had 1 strong GAP source, rather than 2 weak ones.
UA: Increase the Gold to GAP converter to 15%, and make it use income before expenses
- This is more clear, and simpler to grasp for the player
- UA ability would pass the 1/8th rule. A good rule of thumb for ability design is that they should be 12.5% or higher, or else they won't be noticeable to a player
- Having the calculation be on gross income means that Persia's converter isn't undercut by his army size
- Unit maintenance shrinks net GPT
- Persia is incentivized by his UA's converter to lower maintenance costs, which conflicts with his militaristic bonuses
- Stronger gold generation on UB feeds into stronger GAP converter on UA.
- different components of the civ now have synergy rather than overlap.
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