True, it’s a vanilla error. Very annoying, alas harmless.adan, those lines can be found in the database log before you even load any mods iirc, so they are errors from the base game.
UPDATE ArtDefine_Landmarks
SET LayoutHandler = 'SNAPSHOT'
WHERE ImprovementType IN ('ART_DEF_IMPROVEMENT_MOAI_STATUES', 'ART_DEF_IMPROVEMENT_FEITORIA', 'ART_DEF_IMPROVEMENT_PONTOON_BRIDGE');
All we have for contemporary written accounts is the Roman and Greek sources, so while I agree that there is definitely bias, that bias is as much part of the history as anything else.All we know is that "sacrifice was done only in times of great social stress and that the tophet is actually a sacred place for other types of sacrifice and a burial place for children who died a natural death"
A nod to the Roman and Greek sources, who wrote that child sacrifices could be made as a sort of bargain for a boon from the gods.Also, why does the tophet produce gold again?
All we have for contemporary written accounts is the Roman and Greek sources, so while I agree that there is definitely bias, that bias is as much part of the history as anything else.
The numbers of children found in the graves would indicate the practice was rare, perhaps only accounting for 1 or 2 children in a given year. The tophets being as small and holding as few corpses as they do, often buried in jars with the remains of other commonly sacrificed animals, suggests that the tophets were NOT for children who died naturally. This was a popular theory which was debunked in the early 2010s. The common theory today is that the tophets were grave sites reserved only for the human sacrifices. In order to accommodate the children who died of natural causes, the tophets would be expected to be at least 50x larger.
To implement some sort of “in hard times” mechanic would be dangerous and abusable by the player, methinks. If it was tied to happiness then players could play hopscotch with unhappiness to trigger the benefit, and you would be punishing players for using the happiness mechanic as intended (ie, making it go up).
I had toyed with the idea of a bonus if the city were blockaded, but it didn't seem fun to have bonuses trigger based on the actions of another player
A nod to the Roman and Greek sources, who wrote that child sacrifices could be made as a sort of bargain for a boon from the gods.
The real reason is more mechanistic. The building needs to have some scaling aspect, as a 1st tech building. Any more than 1 culture on a building that early would ruin balance. I decided early on that making the faith game better for Carthage wouldn’t be a bad thing, but doubling their faith game a la Ethiopia was not in the cards. Carthage is mainly a gold and production civ
There’s also a hidden bonus in that the building has a very low HurryProduction modifier, so investing in the building is a good deal.
The -1 food because, hey, they be killin kids. Not a lot of them, but archaeological evidence shows that they were predominantly perfectly healthy children under 5 from the upper class.
The picture I selected was because:
All this to say there has been no small amount of tinkering with this building. I can change around a bit of the wording in the civilopedia text, but I need some alternative proposals for the tophet which arent going to reorient Carthage’s playstyle or break the game.
- it is more dramatic to show the altar than the graves (and it's a shrine replacement)
- Contemporary pictures of the grave sites are dilapidated and aged, and the pictures should look contemporary
- Showing some headstones is not very descriptive and it doesn’t hint at the unique aspect of those grave sites: that they are the graves of human sacrifices
Personally I think a focus on their highly developed agriculture might be the better way to go. Mago's treatise after all was translated into Latin and used throughout the Roman empire. It's ironic that the Romans are getting the agricultural improvement here lol
If you would rather not go in this direction and want to stick with the Tophet for some reason, I would suggest scrapping the -1 food and scaling gold bonus. In return, make it so that the building provides faith, culture, and bonus attack/defense. This would synergize with Carthage's aggressive expansion, providing them some extra defense while they build their infrastructure without having to build a wall. The defense is justified in flavor by the sacrifice that would happen during a siege. Still a little on the nose and I would personally prefer to go with the option above, but it's better than the current iteration I think, both in flavor and actual gameplay synergy.
Rome is a civilization which gets a lot of free territory through the effect of its UA when conquering cities, but had nothing to exploit that territory more efficiently than other civs : by boosting nearby improvements and spawning new bonus resources, the Latifundia makes the Roman territory more and more wealthy during the Classical era, an era after which all that is left to Rome is what it acquired during this period, for no unique bonus will come help it against the growing threats at the border of the Empire. It also provide to the Roman player the opportunity to peacefully improve its economy if s/he wants to.
It is right to say that a lot of civilizations in history have performed better than Rome in the domain of agriculture, but few have practiced such form of "intensive" agriculture (through slavery) on so vast amounts of land. This is why Carthage, which had, like the Guaramantee in the same region and the same period, been the origin of major advancements in the domain of agriculture, won't benefit from bonus of this kind ingame (it already has more food and gold than most civilization in the early game thanks to the free lighthouse).
I like this idea of a defensive shrine a lot : it would provide to Carthage the ability to "forward settle" much more easily than most civilizations (the "colony in your face" spirit), an ability crucial for a civilization which has no unique ways strenghten the terrain around its cities (except the early lighthouse, but this bonus doesn't last long) and is conditionned to research and colonize good coastal spots as quickly as possible.
For the Sophet, I would like to suggest something : the current version of the UCivilian has an ability quite similar to what the Assyrian Siege tower has, and I think that, even though the name of the promotion brings me good memories, it should be changed from an offensive ability to a defensive one (the Sophet already has an offensive ability with its "ignore ZOC" aura). The Sophet were magistrats, administrators and military commanders at the same time : we could give them an ability increasing the defense of the city they are garrisonned in (I'm for a regeneration bonus for the city, but I don't know if it's doable). What do you think ?
Weird. I definitely see Carthage and Venice in the download. Are they showing up for everyone else?@Blue Ghost Yes I downloaded the latest version, it said last time updated today but nothing was in the files nor did anything show up in the leader selection screen
View attachment 484239
You are right in saying that Carthage was not unique in having practiced human sacrifice. The practice was widespread, but most well-known in the ancient world through examples found in canaanite cultures (Phoenecian & Hebrew). Carthage is the only Canaanite culture in civ though.Maybe I didn't word my original post properly, but I wasn't denying that child sacrifice occured. The bit of text that I posted was the conclusion that it only happened during times of great stress, which is consistent with your statement that it happened a few times a year.
My issue is that you are basing an entire UB around this concept, and with the way VP (and vanilla) have handled the civilization traits and uniques, I'm genuinely confused why you think that what happened in Carthage is somehow unique and significant enough to warrant an actual building, built in every city... All ancient cultures practiced child sacrifice.
You might have to define what makes something unnecessarily unique, a slight, early game malus to growth in exchange for some rather noticeable boosts to faith, culture and gold is indeed unique. Where you lose me is in saying that's bad.What's worse is that the balance appears to be unnecessarily unique too (a penalty of this manner is not present in any other UB) with an apparent implication that they traded their own children for money rather than when they needed to do it the most.
As I said, Roman and Greek propaganda are the only verifiable contemporary sources we have left. Recent archaeological evidence seems to point to the accuracy of those libelous claims more and more. I can tone down the civilopedia text though, sure. I specifically wanted to justify the inclusion of gold bonuses to the building though, which is why I used those Roman sources in the first place.The civpedia entry almost makes this disturbingly implied, based on Roman libel used to justify their brutal eradication of the Carthaginians.
All I'm suggesting is that you rework the bonuses and the flavor text in the civpedia to better reflect the reality rather than sensationalist propaganda. What I see now is the equivalent of giving Japan a kamikaze unit that kills itself to kill another unit.
India and IroquoisPerhaps an upgrade to the shrine/temple providing some sort of bonus to plantations and farms to account for this? Maybe a food and production bonus? Does any other civ do this? I don't think so.
I don't think making Carthage cities better defended works with their playstyle. They spread out, have lots of early boosts, and then they have to struggle with the fact that nothing in their kit helps them sustain or defend that empire. Adding defense to their cities would act against the core gameplay philosophy of this civ.I would suggest scrapping the -1 food and scaling gold bonus. In return, make it so that the building provides faith, culture, and bonus attack/defense. This would synergize with Carthage's aggressive expansion, providing them some extra defense while they build their infrastructure without having to build a wall. The defense is justified in flavor by the sacrifice that would happen during a siege. Still a little on the nose and I would personally prefer to go with the option above, but it's better than the current iteration
I am more in favour of scrapping that bonus entirely. The ZOC to units and the disembark/embark ability is more than enough to make the unit interesting and unique. I also don't think that the "flavour" of Hannibal at the Gates actually makes much sense. Hannibal patently did NOT take any cities, because he never was in a position to conduct a siege. Furthermore, he knew he never could take the Roman cities in a siege without more help from Carthage, which never came.For the Sophet, I would like to suggest something : the current version of the UCivilian has an ability quite similar to what the Assyrian Siege tower has, and I think that, even though the name of the promotion brings me good memories, it should be changed from an offensive ability to a defensive one (the Sophet already has an offensive ability with its "ignore ZOC" aura). The Sophet were magistrats, administrators and military commanders at the same time : we could give them an ability increasing the defense of the city they are garrisonned in (I'm for a regeneration bonus for the city, but I don't know if it's doable). What do you think ?
Weird. I definitely see Carthage and Venice in the download. Are they showing up for everyone else?
I am more in favour of scrapping that bonus entirely. The ZOC to units and the disembark/embark ability is more than enough to make the unit interesting and unique. I also don't think that the "flavour" of Hannibal at the Gates actually makes much sense. Hannibal patently did NOT take any cities, because he never was in a position to conduct a siege. Furthermore, he knew he never could take the Roman cities in a siege without more help from Carthage, which never came.
Let's be real they used Dido rather than Hannibal to provide more female leaders. Still, even if you want to argue that point, there's a difference in using a legendary figure and intentionally subscribing to the notion that the Carthaginians trade their children for money because that's exactly what's happening here when you justify subtracting 1 food then provide a gold bonus for prosperity
They probably did, but it means that the use of pop-history, even dipping into mythic history is not "out of bounds" as far as civ is concerned.Let's be real they used Dido rather than Hannibal to provide more female leaders.
Well they obviously felt that "trading their children", as you say, was acceptable enough for some other divine boon.Still, even if you want to argue that point, there's a difference in using a legendary figure and intentionally subscribing to the notion that the Carthaginians trade their children for money because that's exactly what's happening here when you justify subtracting 1 food then provide a gold bonus for prosperity
If divine provenance could somehow make their walls taller, then I suppose? But there is nothing in the history of Carthage to actually suggest all the baby-butchering kept their cities from being razed to the ground.We know they engaged in some ritual sacrifice in times of great stress. Wouldn't you say that siege qualifies, which is where the bonus city defense would come into play?
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You saying that they couldn't have rationalized the death of their children for safety and prosperity in their economic endeavors, though there is at least some, sources to suggest they did, libelous as it may be. Your argument is beginning to sound like so much pearl clutching to me.
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If divine provenance could somehow make their walls taller, then I suppose? But there is nothing in the history of Carthage to actually suggest all the baby-butchering kept their cities from being razed to the ground.
What I did find, is that the widespread practice of child sacrifice in canaanite cultures forms the basis for judeo-christian beliefs about the afterlife, hell, and divine retribution and they continue to influence us to this very day. I even found neat artwork to go with it too.
Disrespectful to who? 2000+ years dead culture? Should Lebensraum be removed as a policy in deterrence to the Germans? Should conquistadores be expunged in recognition of the genocide they inflicted?Singling out human sacrifice as representative of Carthage's culture is somewhat disrespectful.
I think the impressions that a culture leaves behind are at least as valid, yes. For better or worse that is their mark on historyOk but don't we design uniques to account for that civilization's practices as opposed to how they impacted others?