pineappledan
Deity
Regarding the latifundium:
We certainly can reduce the number of turns on the resource spawn, but I think there would need to be a trade-off.
I think what I have proposed above strikes a neat balance between what @adan_eslavo and @David de Vasconcelos are suggesting
I think it would be possible to lower the prereq tech to calendar, but I prefer it where it is for a couple reasons:
If we effectively doubled all plantation-based (read:most) luxuries for Rome, we might end up refocusing them as a mercantile civ on the level of Indonesia or Dutch
NOTES:
I really like david’s Idea with GGs giving both UUs a special ability, but I think we can do better than indirect fire. Ballista shad effective ranges of only a few hundred meters, and their firing trajectories were quite flat.
What about having the GG radius deny a different siege debuff? Like giving double movement in foreign territory, or removing siege inaccuracy?
I kinda like that all of Rome's stuff hits in Classical, and it's actually very difficult to justify their UCs existing outside that era.
Being the only civ with ALL its UCs in one era can be seen as a unique flavor. It makes Rome's power spike very prominent, and then it has nothing else in later eras to help keep that lead. I think that feels right for Rome, as a civilization. The Empire feels like it was swallowed up less by barbarians at the gate, but more by Time itself.
Moving the Ballista forward would make it contemporary with the Greek Hoplite. As has been mentioned before, Ballistae were created by the Greeks, and the Romans perfected them, so Rome having more-or-less stolen technology contemporary with the civ that they stole it from would look a-historical.
We certainly can reduce the number of turns on the resource spawn, but I think there would need to be a trade-off.
Spoiler :
Latifundium (new parts in bold)
available at currency
Can be built on any resource that can be improved by farms or plantations
+1
Food, +1
, +2
Gold
+1
at Civil Service
+1
, +1
at Economics
+1
at Fertilizer
+1
to adjacent to Farms and +1
to adjacent Plantations
If possible, a free copy of the resource beneath a Latifundium appears adjacent to the Latifundium after 10 turns of being worked. Spawned resources are improved when spawned automatically
If a resource spawns in unclaimed territory, Rome automatically claims the tile. The free resource prioritizes spawning on unclaimed territory over claimed territory.
Latifundia DO NOT IMPROVE RESOURCES
Latifundia CANNOT BE REMOVED
Pillage gold for latifundia is 25 (higher than a great person tile)
available at currency
Can be built on any resource that can be improved by farms or plantations
+1



+1

+1


+1

+1


If possible, a free copy of the resource beneath a Latifundium appears adjacent to the Latifundium after 10 turns of being worked. Spawned resources are improved when spawned automatically
If a resource spawns in unclaimed territory, Rome automatically claims the tile. The free resource prioritizes spawning on unclaimed territory over claimed territory.
Latifundia DO NOT IMPROVE RESOURCES
Latifundia CANNOT BE REMOVED
Pillage gold for latifundia is 25 (higher than a great person tile)
I think what I have proposed above strikes a neat balance between what @adan_eslavo and @David de Vasconcelos are suggesting
I think it would be possible to lower the prereq tech to calendar, but I prefer it where it is for a couple reasons:
- I actually like all Rome's stuff coming in the Classical
- Giving Rome its 1 non-military UC after it gets all its conquering stuff feels more in line with Pax Romana
If we effectively doubled all plantation-based (read:most) luxuries for Rome, we might end up refocusing them as a mercantile civ on the level of Indonesia or Dutch
NOTES:
- If it spawns a second copy then you get to keep the original number of luxuries you were always going to have
- get bonus tiles, expand faster
- extra yields from 2 luxuries instead of 1.
- resource's priority to spawn in unclaimed tiles means the bonus is more likely to spawn outside the workable range of a city.
- This will make settling in previously undesireable lands close to your existing cities more attractive. This feeds into Rome's Infinite City Sprawl, which the UA encourages
- Tech is 1 era after plantation; you will have to remove old plantations, replace them with latifundia, and then build the new plantation.
- This would be precisely 1 tech level after all their military techs, gives 'Pax Romana' flavor. Conquer first, then civic improvement
- The improvement would effectively delay the acquisition of the new luxury resource by 10 turns after you had made the original improvement.
- This mimics a worker action to set up new plantation and then improve it.
- Any changes we make to the legionnaire shouldn't increase its battle-performance, it's already a very powerful unit in its own era.
- I like the +50% if in range of a GG, because the policies don't increase the work time of legionnaires, and 50% would put it at parity with the best workers at the same tech (if you got the progress policy and built pyramids, your workers are already at +50% improvement time.
- It fits Roman history well. The army built the roads and forts in Rome, and this would mollify those who want to see the GG have a more flexible role in Rome's playstyle; it gives GGs a role in Roman civics and infrastructure.
I really like david’s Idea with GGs giving both UUs a special ability, but I think we can do better than indirect fire. Ballista shad effective ranges of only a few hundred meters, and their firing trajectories were quite flat.
What about having the GG radius deny a different siege debuff? Like giving double movement in foreign territory, or removing siege inaccuracy?
I kinda like that all of Rome's stuff hits in Classical, and it's actually very difficult to justify their UCs existing outside that era.
- With Byzantium in-game, any medieval Roman UC automatically is more Byzantine than Western Roman.
- Roman Empire is more or less defined as post-Greek. Anything prior to that might still be Latin, but it would feel more Etruscan
Being the only civ with ALL its UCs in one era can be seen as a unique flavor. It makes Rome's power spike very prominent, and then it has nothing else in later eras to help keep that lead. I think that feels right for Rome, as a civilization. The Empire feels like it was swallowed up less by barbarians at the gate, but more by Time itself.
Moving the Ballista forward would make it contemporary with the Greek Hoplite. As has been mentioned before, Ballistae were created by the Greeks, and the Romans perfected them, so Rome having more-or-less stolen technology contemporary with the civ that they stole it from would look a-historical.
Last edited: