Current 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:
1. Only allow recon units and border growth to pick up ruins. (Sponsor will need to make this a CustomModOption)
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:
1. Only allow recon units and border growth to pick up ruins. (Sponsor will need to make this a CustomModOption)
- Remove the Experience ruin (they're already unpickable by recon/city)
- Remove the Treasure Hunter promotion, as they're already the only units that claim ruins. Now the ruins don't have to be quantifiable.
- Incentivize exploring with recon units and hunting barbarians with other units. They may still work together to clear a camp and claim a ruin beneath. AI may need to be adjusted to not go for ruins with non-recon units.
- No need to worry about CS units taking ruins now since they can't have recon units (but CS cities can still claim them)
- Pantheon Faith: reduce amount of faith to 60% of a pantheon. Now it merely helps you towards founding a pantheon rather than immediately enabling it, if you delay Shrine.
- Prophet Faith: reduce amount of faith to 25% of the next Great Prophet cost, and stop scaling with era. Religion founding shouldn't be too random.
- Gold: remove random part, give constant 100 instead, scaling with game speed and era.
- Map: reduce reveal radius to 3. XP reduced to 37 as a result.
- Tech: removed. It's too random and too strong.
- Production: increase to 50 , to stay balanced with Gold.
- Golden Age: removed. It's undesirable to have a Golden Age on turn 30. Stays if either of the Golden Age cost proposals pass.
- Tiles: cannot be chosen if player has a trait that benefits from buying/naturally gaining tiles, or if the nearest city has no tiles available to grow.
- Science: NEW, +35 , scaling with game speed and era. This gives ~60% of an early Ancient Era tech, similar to the Culture ruin which gives 60% of the first policy.
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