pineappledan
Deity
Current
Caravansary
Land Trade Routes gain +50% Range and +3
Gold
Bank
Unlocked at Banking
2
When you spend
Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into
Science.
Caravansaries and Customs Houses in the City gain +3
Gold.
Nearby Gold: +3
Nearby Silver: +1
/
/
Nearby Gems: +2
, +1 
Proposal:
1. Increase
/
per desert/tundra tile worked from 1 per 3 to 1 per 2
2. remove bonus
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
per tile is so small it doesn't feel material. If you work 5 tiles you still only get 1
/
; the rounding down feels punishing on it.
The Currency tech already gives Merchants +1
, so also having Caravansaries -- which unlock on Currency -- also give +1
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
or have Currency give them +2 
Caravansary
200

unlocked at Currency
1

When a Land Trade Route originating here and targeting another Civ is completed, receive a
Tourism boost with the Civ based on your recent Culture output.



+1
from Merchants.

+1
and
for every 3 desert, or tundra tile worked by city.


Truffles +2

Cotton +1
/


Furs +1
/


Flax +1
/


Bank
Unlocked at Banking
2

When you spend


Caravansaries and Customs Houses in the City gain +3

Nearby Gold: +3

Nearby Silver: +1



Nearby Gems: +2


Proposal:
1. Increase


2. remove bonus

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




The Currency tech already gives Merchants +1


If we want Merchants to have higher yields we should either increase the base yield of merchants to 5


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