Legen
Emperor
- Joined
- Sep 13, 2015
- Messages
- 1,158
Proposal:
Reasoning:
Brazil is a civ that has been on the discussion on wide tourism since its redesign at 2016, when it got its current UA. The original idea that shaped it intended to push Brazil towards wide gameplay, and this was also a major part of the discussions that led to the current proposals on Tradition and Artistry. Some of the posts related to wide tourism with Brazil can be seen in the spoiler below:
This proposal aims to push the civ further into wide tourism, after the patch 2.7 relaxed the restrictions on the Brazilwood Camp. The additional
GAP on Luxury tiles is a way to incentivize expansion on a civ that wants as many sources of GAP as possible, and whose UI can create more luxury tiles as you expand your territory. My experience with other wide civs is that something as simple as some bonus yields on high priority tiles for your civ is an effective way to push the civ towards expansion. And, in Brazil's case, more
GAP out of expanding means wide tourism should be possible, hopefully enough to counteract the usual benefits of going tall instead.
The removal of the "no fresh water" restriction is to make sure this civ is not punished for having a jungle bias. The issue is that this type of terrain tends to be placed on high humidity parts of the map, making fresh water relatively common around Brazil's starting position. This restricts the civ's wide gameplay, as one of the main incentives to go wide is exactly the desire to get as many Brazilwood Camps as possible.
Also, I don't think that the "no fresh water" restriction is necessary with the removal of the +25%
culture on carnivals on patch 2.7. That part of the UA was removed in favor of a stronger UI. Given how big that modifier was, and how much the UI can incentivize wide gameplay, I think it is fair to allow for more frequent brazilwood camps.
Lastly, Brazil has been leaning towards Tall is because the civ itself doesn't have a comparable source of
GAP to what is given by social policies. Focusing on Tradition and Artistry has been the optimal way to fuel Brazil's UA, outweighing what its uniques can provide through expansion. This proposal tries to give Brazil a proper source of wide
GAP, so that it can function without depending on the design of the social policies. This becomes more important with the presence of two proposals that aim to overhaul Tradition and Artistry in terms of GAs; Tradition loses its source of GAP, while Artistry loses the GAP on building wonders and gets less GAP on universities. Neither proposals are giving extra
GAP to fuel Brazil's UA, so the civ is looking to end with a weak
GAP generation if those proposals pass; this proposal should be able to counteract that
GAP loss.
Amendment:
Added the condition that the luxury must be improved in order to provide the
GAP.
Changed title from "buffs" to "tweaks". The point of the proposal is to push for wide gameplay, and the discussion emphasized too much whether the civ should be buffed or nerfed. I'm not against a nerf to counterbalance this proposal, either now or after testing it; my focus is on adding incentives for wide gameplay for Brazil.
Added the "Reduce the UA's
GAP conversion from 30% to 20%" part to the proposal.
- Reduce the UA's
GAP conversion from 30% to 20%.
- UA gains "+3
Golden Age Points from improved Luxury Resources" (a.k.a. +3
GAP on improved Luxury tiles, similar to Rationalism opener's "+3
science and +2
production from Strategic Resources").
- Brazilwood Camp no longer has the "no fresh water" restriction.
Reasoning:
Brazil is a civ that has been on the discussion on wide tourism since its redesign at 2016, when it got its current UA. The original idea that shaped it intended to push Brazil towards wide gameplay, and this was also a major part of the discussions that led to the current proposals on Tradition and Artistry. Some of the posts related to wide tourism with Brazil can be seen in the spoiler below:
Spoiler Related old posts :
I just had a cool idea regarding the role of culture and population in the UA that to me, seals the deal.
Carnaval: When a Golden Age begins, storedGolden Age Points are converted into
Tourism, and all cities receive 10 turns of 'Carnaval.', during which, City
Unhappiness is reduced by 50%, and gain 1
Gold and 1
Culture for every 1
Happiness, scaling with
National Population.
Numbers can be tweaked obviously.
This creates even more synergy with the lack of unhappiness during it, encourages players to maximize their happiness input both to get GAs and to feed Carnaval input, and encourages Wide play (as it's easier to raise national pop with number of cities than with a few).
We could create even more synergy by perhaps tweaking Unique elements, perhaps even replacing Pracinhas with something else.
You're playing a civ with noGreat Person bonuses and very high
Culture on tiles as a small empire in order to milk this 25%
culture modifier and maximize
GAPs. This is making a strong case for why the 25%
Culture should be removed; that bonus is forcing Brazil into a bog-standard tall GP-focused playstyle where you ignore all other parts of the kit just to go Tradition -> Artistry for every scrap of GAP in the policy trees.
Wider play with Brazil would make more use of the UI, because more land = more Brazilwood. It would also make better use of theNeeds reduction, because more cities means more total
happiness on empire, which can convert into more
GAPs, since they aren't being sapped by
Unhappiness. There is a chance to make Brazil a more interesting wide-CV civ, but the way the policies are designed, it's better to just ignore everything that is unique in the kit and focus all attention on a mundane % yield modifier, just because it's really big.
I think your comment also points to a failing of the policy trees as they currently exist: Why do Ancient and Medieval both have a tree that focuses tall,Great People, and
Golden ages? That's 3 of the same focuses in sequential policy trees. The way that Tradition and Artistry stack up shackles a civ like Brazil -- with lots of GA bonuses, but no direct GP bonuses -- to a small, tall empire, because the civ's wide bonuses are swamped by the power of two full policy trees that push tall. As you say, that makes you play as if the
needs reduction doesn't even exist, and you don't question that?
I guess this means I should do these polls more often? We haven't had almost any balance changes in almost a year.
Artistry and Tradition have too many of the same bonuses and focuses:
- both trees are the tallest option in their respective eras
- both trees specifically give bonuses toGP generation and to
Golden ages
Tradition givesGAP on GP expend and Artistry gives
gold on GP expend
Tradition gives +25%GP rate in the capital while Artistry’s opener gives +25%
GP generation in All cities
Tradition’s finisher also has +25%GA length
so, there are a few points of glaring overlap, and in the case of Tradition it would take removing 2 weak bonuses to entirely remove the GA focus.
The triple overlap of tall GP and GA makes an overly-optimal path for certain civs which have any of those bonuses. The mutually reinforcing nature of these trees forces a civ like Brazil, who cares a lot about golden ages, but not so much about tall/GPs, to play as if he does, and ignore the parts of his kit that reward wide play. Likewise, a GP-focused civ like Arabia is induced to adopt Artistry to maximize their GP generation, even though they aren’t really geared towards caring about golden ages.
thoughts?
This proposal aims to push the civ further into wide tourism, after the patch 2.7 relaxed the restrictions on the Brazilwood Camp. The additional


The removal of the "no fresh water" restriction is to make sure this civ is not punished for having a jungle bias. The issue is that this type of terrain tends to be placed on high humidity parts of the map, making fresh water relatively common around Brazil's starting position. This restricts the civ's wide gameplay, as one of the main incentives to go wide is exactly the desire to get as many Brazilwood Camps as possible.
Also, I don't think that the "no fresh water" restriction is necessary with the removal of the +25%

Lastly, Brazil has been leaning towards Tall is because the civ itself doesn't have a comparable source of





Amendment:
Added the condition that the luxury must be improved in order to provide the

Changed title from "buffs" to "tweaks". The point of the proposal is to push for wide gameplay, and the discussion emphasized too much whether the civ should be buffed or nerfed. I'm not against a nerf to counterbalance this proposal, either now or after testing it; my focus is on adding incentives for wide gameplay for Brazil.
Added the "Reduce the UA's

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