I found this thread: https://forums.civfanatics.com/threads/adjusting-cv-part-1-sources-of-tourism.679022/#post-16335185Historic Events rely on tourism per turn to function. If you nerf tourism per turn, you nerf historic event tourism at the same time.
Exactly. If you nerf sources of tourism and you hit culture point for point, you are hitting CV offense more than you are hitting CV defenseHistoric Events rely on tourism per turn to function. If you nerf tourism per turn, you nerf historic event tourism at the same time.
Your base value is /3 +
There's no equivalent to Historic Events on the defense side, so I don't think you can make that assertion.Exactly. If you nerf sources of tourism and you hit culture point for point, you are hitting CV offense more than you are hitting CV defense
Yes. Artifacts don't give .That new museum art clearly portrays a science museum but it gives no science, which isn't very flavorful.
Yes. Though I will point out that it streamlines a very specific gripe I have with Architecture:The gallery is a pretty darn bad building. The only reason you build it is to unlock museum. That will feel bad to play. People are going to get that CS quest to build more galleries and complain.
Yes. What I have proposed to do is move some Museum bonuses earlier, increase overall costs by 600 and 4 per turn while adding nothing of value.Current museums are themselves a pretty bad building for their cost, often worth skipping outside the capital or unless you can theme it, and now they are even worse, you are just coerced to build them to get archeologists.
Sorry, I swear I had read "you nerf offense by 3x more than defense" when I made my reply. I war responding to the quantitative assertion.Yes I can.
If you reduce a source of / by 1 point you are reducing offensive CV potential by 1 point and defensive CV potential by 1 point.
BUT tourism sources are overall smaller and less plentiful; they depend on multipliers in all sorts of areas of the game to overtake cultural defense in the late game. That is core to how this system has always worked. You have pointed out a salient example of this, where HE calculations require 3 to make up for every 1, so if you lower a flat source of both / point-for-point, you are nerfing Tourism harder than you are nerfing culture.
If you aren't playing for a cultural victory its worse than literally nothing. Its just a way to lose production and gold, and give yourself a terrible CS quest in the process. Your gripe with architecture is reasonable, but your solution isn't a solution.Now you have this (weak) gallery building which on the same tech though, so you can at least build it in your capital and immediately unlock the Hermitage without detouring for Opera House. At worst, you only need to build 1 gallery in your empire.
If you tech to architecture, there is a not-uncommon possibility that it gives you NOTHING TO DO except tech to acoustics. That's Garbage. The Gallery might be weak, but it's not Literally Nothing.
The only bonus that's been moved earlier is the extra great artist points. You've made museums effectively more expensive, and they don't need to be more expensive. If by 'beginning to understand' you mean agreeing, no, I think this proposal totally misses the mark.Yes. What I have mainly done is move some Museum bonuses earlier.
I think you are beginning to understand
This does not look like a good change. It nerfs tourism in the early game where it's already weak and irrelevant, and then buffs it back up just in time for the nerf to have no effect in the long run.Great Works:
Reduced to 32 base (need a Gallery to bring back to old 33)
Its just a way to lose production and gold, and give yourself a terrible CS quest in the process.
It seems like you dislike situational buildings, and are using a CS quest as a cover for that. If not, then you should be directing your ire towards this particular CS quest.You can't even say 'just don't build it', its still a disadvantage because researching architecture will likely give yourself a terrible CS quest
That's entirely possible. If it's a stick to beat players with that don't invest in the infrastructure needed to go towards a CV then it will have done its job.This does not look like a good change. It nerfs tourism in the early game where it's already weak and irrelevant, and then buffs it back up just in time for the nerf to have no effect in the long run.
I don't want to be beat with a stick. This is a proposal is to make the game less fun in an attempt to balance CV against others, which it won't even achieve.That's entirely possible. If it's a stick to beat players with that don't invest in the infrastructure needed to go towards a CV then it will have done its job.
Doesn't seem like anything needs to change?Edit: Smithsonian gives you a Museum in every city. Might want to comment on that?
This looks rather amazing actually. If possible I would like to see this kind of canal to become a separated tile improvement rather than fort and citadel though.
Then we can apply a bunch of different rules to it (like taking forever to build and destroy, and take longer to be destroyed by enemies, and allowing land city to have some coastal city feature). Also would be very interesting tactical-wise as we can destroy them to prevent enemies from using (which was historically true but we couldn't simulate in game with road/railroad/bridge).