Legen
Emperor
- Joined
- Sep 13, 2015
- Messages
- 1,454
Spoiler Babylon's UB, with its unique traits underlined :
Cost: 110
Maintenance: -1
Defense: +8 +150 HP (from +6 +125 HP)
Science: 1
1 scientist slot
Military Units supplied by population in this city increased by 10%.
Increases Ranged Strike Range by 1.
Scientists in this city generate +2 Gold.
Maintenance: -1
Defense: +8 +150 HP (from +6 +125 HP)
Science: 1
1 scientist slot
Military Units supplied by population in this city increased by 10%.
Increases Ranged Strike Range by 1.
Scientists in this city generate +2 Gold.
Spoiler Babylon's UA :
Receive a Free Great Scientist when you discover Writing, and Great Scientists are earned 50% faster than normal. Investing Gold in Buildings reduces their Production cost by and additional 15%.
Proposal:
- Walls of Babylon receives the following buffs:
- Gains +2 Food as a baseline.
- Reduces Urbanization unhappiness by 1 in the city.
- Add +2 Gold to Academies in the city.
Rationale:
Babylon has lost some flexibility since around 2018, after a series of general nerfs to specialists made it harder to work them, especially in the earlier eras. The food consumption was increased by 1, and the urbanization unhappiness from working one increased from 0.25 to 1. It didn't help that Crime (mitigated by Defense, which the UB has an extra) was reworked to Distress. After those changes, players have reported that Tradition and Authority have spotted working satisfactorily with Babylon, as it became unfeasible to work the UB's extra scientist with them. Progress can still work well with the UB, but even for it is now hard to work both the scientists from the library and the UB when you reach Writing, a normally high point for this civ, which is an issue that wasn't common back then. The food and urbanization buffs are meant to address these points.
Some of the proposals in the last congress have also been particularly harsh for this civ, who is particularly reliant on gold due to its 15% improved investments on the UA. Gold from international trade routes was nerfed and late game buildings have a higher maintenance cost. Even some Ancient Era buildings had their maintenance cost increased as well. The gold on academies is meant to mitigate that; not enough to fully negate the said proposals, just hopefully enough to not be so harshly affected compared to a generic civ.
There is another reason for the gold on academies, which is related to the AI. I've noticed that the city governor tends to neglect academies sometimes, until you buff their yields with, say, Inspired Works or Historical Landmarks. I suspect that the city governor for AI Babylon has the tendency to do the same, and the AI is unlikely to aim specifically for academy buffs like a human player would. So, the AI for this civ may be neglecting an important part of this civ, who is designed to generate more academies than anyone else. A built in academy buff on the civ should be enough to address this potential behavior, and do so without need for a whole discussion on GPTI balance when addressing just one AI/civ.