pineappledan
Deity
Proposal:
Forge/Siege Foundry (building)
Move from Iron Working to Bronze Working
Reduce Cost from 150 to 110
Reduce bonus to mines to +1
Remove +2 to Engineer specialists
Colossus (wonder)
Move from Metal Casting to Iron Working
Reduce production and policy requirements to match
Earth Mother (pantheon)
Rename to God of Fire
Increase bonus to Mines on Resources from +1 to +1
Remove +1 to Monuments
Add +2 to Forges
Tech changes:
Increase base Engineer to 4
Reduce from chopping forest/jungle from 40 to 25 on Bronze Working
Add 25 from chopping forest/jungle to Iron working (total of 50 with bronze working)
Add +1 to Engineers at Metal Casting (back up to total of 5, same as now)
Rationale:
This fixes a few deficiencies I see in the ancient era bottom techs, mines, and pantheons.
Database Changes
Forge/Siege Foundry (building)
Move from Iron Working to Bronze Working
Reduce Cost from 150 to 110
Reduce bonus to mines to +1
Remove +2 to Engineer specialists
Colossus (wonder)
Move from Metal Casting to Iron Working
Reduce production and policy requirements to match
Earth Mother (pantheon)
Rename to God of Fire
Increase bonus to Mines on Resources from +1 to +1
Remove +1 to Monuments
Add +2 to Forges
Tech changes:
Increase base Engineer to 4
Reduce from chopping forest/jungle from 40 to 25 on Bronze Working
Add 25 from chopping forest/jungle to Iron working (total of 50 with bronze working)
Add +1 to Engineers at Metal Casting (back up to total of 5, same as now)
Rationale:
This fixes a few deficiencies I see in the ancient era bottom techs, mines, and pantheons.
- 1 more ancient building so we don't need so many pantheons doubled up on monuments
- resuscitates Bronze Working, which doesn't quite have enough neat stuff on it to feel like a priority right now. Spears, SoZeus, iron resource, and chop yields doesn't feel like a priority when I could go top tree and get by on archers alone.
- The big chop bonus is nice, but it feels kind of like a gimmick to me. I couldn't make it work for me as an actual strat to rush wonders etc. I think reverting it back to the split with bronze/iron makes it less wacky
- There was a sentiment that +2 to all mines was too good, and a nerf to Forges passed in a previous congress, but was never implemented.
- While mines are generally considered too good, the Mine pantheon is generally considered weak. So, weaken mines, and move that strength over to the pantheon.
- Moves engineer specialist into ancient. merchants are no longer the only ancient specialist. Goddess of Wisdom now has another option for specialist to take on the opposite side of the tech tree instead of being locked to Trade. This makes that pantheon much more flexible. This addresses @Stalker0 's complaint in this other proposal
- Tutelary god's bonus to engineers no longer unlocks way back in classical. This makes it more viable and more consistent with other pantheons, which all unlock their abilities in ancient.
- Earth mother/God of Fire can augment Forge now and give higher faith on Forges, so it has more power after unlock. Also the double-incentive to unlock forges cushions the gamble on revealing iron for the pantheon. Right now it feels too risky to pick Earth Mother and then hope you have some iron hidden, but if the augmented building is also on that tech then the iron reveal is buffered with a guaranteed bonus.
- Adding an extra +1 to GoFire effectively reverses the mine nerf to Forges. This partially replicates the passed (but unimplemented) proposal to make Forge give +2 to resources and +1 to naked mines, which would have required some complex new code.
- Moving Colossus earlier fills a small hole left in the Iron Working tech. The Colossus has a stronger thematic link to being with Swords (It was legendarily built out of the melted down blades of an army that failed to lay siege to Rhodes). Colossus also feels relatively weak for a late Classical wonder, considering Petra does more and comes 1 full era earlier. Metal Casting is not hurting for unlocks now that both Forest and jungle lumber mills unlock there.
- Remove the +2 to Engineer specialists on Forge because it makes no sense. The Forge is the first building with an engineer specialist, so there is no good reason for it to also add yields to that specialist. You could just add the yields directly onto the base engineer and remove the text, then add a tech boost at metal casting to bring it up to the same power. The only way you could have a specialist slot without Forge is if you get the Royal Guardhouse from Tradition, so this might constitute a tiny buff to that policy, which seems both fair and good.
Database Changes
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