Current Ancient Ruins Mechanics
Ancient ruins can be picked up by any non-barbarian units (CS unit AI may avoid them but probably can still accidentally stumble into one), or claimed by border growth. Either way, it disappears from the map.
If a player unit/border claims a ruin, some random benefit is given to the player, and the plot is added to the "Archaeological Record" to have a chance to spawn an Antiquity Site later.
List of ruins:
Proposal
The following is taken from @Hinin Tweaks mod.
Explanation:
The goal of this rebalancing is to remove as much of the power variability of the Ancient Ruins as possible. They are meant to spice up the exploration game and the early game, but currently the power level between the different bonuses is too great. The goal is to make sure that the bonuses are all reasonable enough, so that civs that rely on Ancient Ruins (Shoshones, Mayas in 4UC) aren't left out by all the players who disabled Ancient Ruins because of their problems.
Ruins Bonuses:
Ancient ruins can be picked up by any non-barbarian units (CS unit AI may avoid them but probably can still accidentally stumble into one), or claimed by border growth. Either way, it disappears from the map.
If a player unit/border claims a ruin, some random benefit is given to the player, and the plot is added to the "Archaeological Record" to have a chance to spawn an Antiquity Site later.
List of ruins:
- Population: +1 to the nearest city. Cannot be chosen if empire is unhappy or player has no cities.
- Culture: +15 to empire, scaling with game speed and era, multiplied by (number of policies excluding free ones / 2) (min. 1). Affected by unit type and promotions.
- Pantheon Faith: gain amount of required for pantheon (50 in standard), scaling with era. Affected by unit type and promotions. Cannot be chosen before turn 20, if player has founded a pantheon, or if any player has founded a religion.
- Prophet Faith: gain amount of equal to 33% of the next Great Prophet cost, scaling with era. NOT affected by unit type and promotions. Cannot be chosen before turn 20, if player has not founded a pantheon, if player has founded a religion, or if no more religions are available.
- Gold: + to empire. Amount is 50, 55, 60, ..., 145, with 5% occurrence for each, scaling with game speed and era. Affected by unit type and promotions. Random amount is fixed for the same ruin on the same turn.
- Map: reveal a random unrevealed city within range 10 (heavier weight for farther away cities), and all tiles within range 4 of it. Can only be chosen if a recon unit claims the ruin. The unit gains 1XP per revealed tile (up to 61XP).
- Tech: gain a random Ancient Era tech that's not currently being researched but can be researched. Cannot be chosen if there's no tech available to pick from. Random tech is fixed for the same ruin on the same turn, but switching research can affect the result if you really want to abuse it.
- Upgrade Unit: upgrade the unit claiming the ruin. Cannot be chosen if the unit has already upgraded by a ruin before, cannot be upgraded, or the ruin is not claimed by a unit.
- Production: +30 to the nearest city, scaling with game speed and era. Affected by unit type and promotions. Cannot be chosen if player has no cities.
- Golden Age: +200 to empire, scaling with game speed and era. Affected by unit type and promotions. Cannot be chosen before turn 30, or if player is already in a Golden Age.
- Tiles: the nearest city gains 4 neutral tiles, as if it naturally grows 4 times. Does not increase next border growth cost. Triggers instant yields from Spain UA, but not from other sources. Cannot be chosen if player has no cities. CAN be chosen if there are no tiles available to grow.
- Experience: +20XP to the unit claiming the ruin. Does not scale with game speed or era. Affected by unit type and promotions. Cannot be chosen before turn 10, if the unit is a recon unit, the unit cannot gain promotions, or the ruin is not claimed by a unit.
- Worker: gain a Worker on the ruin tile. Settler difficulty only.
- Settler: gain a Settler on the ruin tile. Settler difficulty only. Likely the only way Venice gets a Settler.
Proposal
The following is taken from @Hinin Tweaks mod.
Explanation:
The goal of this rebalancing is to remove as much of the power variability of the Ancient Ruins as possible. They are meant to spice up the exploration game and the early game, but currently the power level between the different bonuses is too great. The goal is to make sure that the bonuses are all reasonable enough, so that civs that rely on Ancient Ruins (Shoshones, Mayas in 4UC) aren't left out by all the players who disabled Ancient Ruins because of their problems.
Ruins Bonuses:
- Experience = 20 (instead of 10)
- Science = 30 (instead of free Technology)
- Food = 50 (instead of free Pop)
- Border Growth points = 100 (instead of free tiles)
- Failth: ProphetPercent = 20
- Unit Upgrade
- Tile Reveal
- Golden Age Points
- Faith Pre-Pantheon
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