[Vote] (6-39) Caravansary Changes (+Bank)

Approval Vote (select all options you'd be okay with)


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Current
Caravansary
200:c5production:
unlocked at Currency
1 :c5gold:
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output.
:trade:Land Trade Routes gain +50% Range and +3 :c5gold: Gold
+1 :c5gold: from Merchants.
+1 :c5gold: and :c5food: for every 3 desert, or tundra tile worked by city.
Truffles +2 :c5gold:
Cotton +1:c5production:/:c5culture:
Furs +1:c5gold:/:c5production:
Flax +1:c5gold:/:c5faith:

Bank
Unlocked at Banking
2 :c5gold:
When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into :c5science: Science.
Caravansaries and Customs Houses in the City gain +3 :c5gold: Gold.
Nearby Gold: +3 :c5gold:
Nearby Silver: +1 :c5gold:/:c5production:/:c5culture:
Nearby Gems: +2 :c5culture:, +1 :c5gold:



VP Congress: Session 6, Proposal 39
Discussion Thread: (6-39) Caravansary Changes (+Bank)
Proposer: @pineappledan
Sponsor(s): @pineappledan

Proposal Details
1. Increase :c5gold: / :c5food:per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus :c5gold: to Merchants
3. change the relevant values on the Egyptian Burial Tomb to match

Reasoning:
The 1 per 3 tiles requirement is hard to achieve and hard to keep track of. The reward of 0.33 :c5gold: :c5food: per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1 :c5gold:/:c5food:; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1:c5gold:, so also having Caravansaries -- which unlock on Currency -- also give +1:c5gold: to merchants seems redundant. Having the same bonus on the same tech in two separate places is bloat, and the Caravansary already does a lot of stuff.
If we want Merchants to have higher yields we should either increase the base yield of merchants to 5 :c5gold: or have Currency give them +2 :c5gold:



VP Congress: Session 6, Proposal 39a
Discussion Thread: (6-39a) Caravansary/Burial Tomb Change - Buff To Villages and Trade Routes, Nerf To Merchants and Base Yields
Proposer: @Diomedes_
Sponsor(s): @azum4roll

Proposal Details
1. change "+1 :c5gold: and :c5food: for every 3 desert, or tundra tile worked by city" to "villages and towns in this city gain +1:c5food:/+1 :c5gold: and +2:c5food:/+2 :c5gold:, respectively"
2. remove bonus :c5gold: to Merchants
3. remove flat +1 :c5gold:
4. increase ":trade:Land Trade Routes gain 3 :c5gold: Gold" to "gain 5 :c5gold: Gold"
5. change the relevant values on the Egyptian Burial Tomb to match

Rationale:
The Caravansary is already one of the weakest and most situational buildings at that time of the game. My proposal is to make it slightly stronger overall with a stronger and much more straight forward tile yield buff, but maintain its very situational character by removing the flat :c5gold: gold and Merchant :c5gold: gold but increasing trade route :c5gold: gold. I agree with others that the Caravansary should not be a Desert/Tundra solver, so instead I'm proposing to shift the bonus yields onto villages and towns, in keeping with the trade theme of the building.



VP Congress: Session 6, Proposal 39b
Discussion Thread: (6-39b) Caravansary and Bank Adjustment
Proposer: @Legen
Sponsor(s): @azum4roll

Proposal Details
  • Caravansary gains an extra +2 :c5gold: gold.
  • Bank's +3 :c5gold: gold to Caravansary reduced to +1 :c5gold: gold to it instead.
  • Currency's +1 :c5gold: gold to merchant specialists moved and added to Caravansary's (for a total of +2 :c5gold: gold from merchants on Caravansary).
  • Burial Tomb's relevant effects adjusted accordingly to match the above changes.

Rationale

Caravansary is a desirable building once you have a Bank in the city, but vey cost ineffective until then; as such, Caravansary is in practice a Renaissance building in most cases. Moving part of the Bank's effect to Caravansary's baseline stats should be enough to make it a desirable building on its own, and do so without shaking balance on the mid-late stages of the game.

Both Caravansary and its tech boosts merchants; we can declutter the tech tree a bit by merging both effects together on the Caravansary.

Given that the current congress session has proposals that touch the Goddess of Stars and Sky and Goddess of the Hunt pantheons, I'd rather not touch Caravansary's terrain effect yet, as it can mess with the balance they aim for.
 
Last edited:
Original proposal: That's a straight nerf to Burial Tomb.
Proposal a: Is Burial Tomb getting a better bonus like right now?
 
Proposal:
1. Increase :c5gold: / :c5food:per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus :c5gold: to Merchants
3. change the relevant values on the Egyptian Burial Tomb to match
Burial Tomb already has 1 per 2 :c5gold: / :c5food:, so all you are doing is removing Burial Tomb's extra gold per merchant (relevant because Burial Tombs are built in every city).
 
If the burial tomb is no longer going to give more yields to desert tiles than the base caravansary then we could take Egypt off the desert bias.

That seems like a plus. More flexibility for start biases and civ placements for everyone.
 
If the burial tomb is no longer going to give more yields to desert tiles than the base caravansary then we could take Egypt off the desert bias.

That seems like a plus. More flexibility for start biases and civ placements for everyone.
What does "Change Burial Tomb accordingly" mean with regards to the desert/tundra bonus? Does it mean that Egypt gets 1 gold/food for each tundra/desert tile? Or are we just making Burial Tomb strictly worse, as there is no compensation for the loss of merchant gold?
 
I plan on increasing the burial the burial tomb to 2 :c5gold: :c5food: For every 3 desert/tundra tiles worked.

So caravansary goes from 34% yield per tile to 50%
Burial tomb goes from 50% to 67%
 
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