Current : There are three tenets (meaning policies from ideologies) that boost unique improvements besides some other improvements :
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations, Camps and all unique Improvements produce +4 Food;
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill, Oil Well and all unique Improvements produce +3 Production;
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts, Citadels and all unique Improvements produce +3 Science.
There are 13 unique improvements within base VP :
- Brazilwood Camp (Brazil);
- Siheyuan (China);
- Château (France);
- Eki (Huns);
- Terrace Farm (Incas);
- Kuna (Maya);
- Kasbah (Morocco);
- Polder (Netherlands);
- Moai (Polynesia);
- Feitora (Portugal);
- Encampment (Shoshones);
- Hacienda (Spain).
As you know, some are built much more often than others (Eki vs Polder for example).
Proposal :
Make the yields given to unique improvements by these tenets scale with their rarity, from (+1 or +2 for ones that can be built en masse to +4 or +5 for those that are very rare).
The tenet could thus be worded like this :
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations and Camps produce +4 Food. Unique improvements produce bonus Food based on their ease of construction.
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill and Oil Well produce +3 Production. Unique improvements produce bonus Production based on their ease of construction.
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts and Citadels produce +3 Science. Unique improvements produce bonus Science based on their ease of construction.
This is only a first draft, and we can debate the fine details.
Rationale :
I know why these UI-enhancing bonuses were created in the first place: to make sure that the bonuses offered to improvements by tenets in order for them to be relevant in the endgame when compared to specialists and buildings don't disadvantage civilizations that must use space for their own unique improvements. This solution however, creates more problems than it solves in my opinion : it not only creates weird artificial power spikes in the endgame for civilizations lucky enough to have a spammable UI, but also warps the design balance of unique improvements around spammability in a way that is detrimental.
I once advocated for the removal of these bonuses entirely, but now I think a more elegant solution would simply to make these bonuses scale with rarity. This would be at the price of a little readibility at first, but it should be easy to change some GameText to simply add clarifications for these who don't already have EUI to access the information.
Thanks for reading.
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations, Camps and all unique Improvements produce +4 Food;
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill, Oil Well and all unique Improvements produce +3 Production;
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts, Citadels and all unique Improvements produce +3 Science.
There are 13 unique improvements within base VP :
- Brazilwood Camp (Brazil);
- Siheyuan (China);
- Château (France);
- Eki (Huns);
- Terrace Farm (Incas);
- Kuna (Maya);
- Kasbah (Morocco);
- Polder (Netherlands);
- Moai (Polynesia);
- Feitora (Portugal);
- Encampment (Shoshones);
- Hacienda (Spain).
As you know, some are built much more often than others (Eki vs Polder for example).
Proposal :
Make the yields given to unique improvements by these tenets scale with their rarity, from (+1 or +2 for ones that can be built en masse to +4 or +5 for those that are very rare).
Civil Society (Freedom) | Five Year Plan (Order) | Military-Industrial Complex (Autocracy) |
- Brazilwood Camp (Brazil) : +4 - Siheyuan (China) : +2 - Château (France) : +4 - Eki (Huns) : +2 - Terrace Farm (Incas) : +4 - Kuna (Maya) : +4 - Kasbah (Morocco) : +3 - Polder (Netherlands) : +4 - Moai (Polynesia) : +3 - Feitora (Portugal) : +4 - Encampment (Shoshones) : +3 - Hacienda (Spain) : +3 | - Brazilwood Camp (Brazil) : +3 - Siheyuan (China) : +1 - Château (France) : +3 - Eki (Huns) : +1 - Terrace Farm (Incas) : +3 - Kuna (Maya) : +3 - Kasbah (Morocco) : +2 - Polder (Netherlands) : +3 - Moai (Polynesia) : +2 - Feitora (Portugal) : +3 - Encampment (Shoshones) : +2 - Hacienda (Spain) : +2 | - Brazilwood Camp (Brazil) : +3 - Siheyuan (China) : +1 - Château (France) : +3 - Eki (Huns) : +1 - Terrace Farm (Incas) : +3 - Kuna (Maya) : +3 - Kasbah (Morocco) : +2 - Polder (Netherlands) : +3 - Moai (Polynesia) : +2 - Feitora (Portugal) : +3 - Encampment (Shoshones) : +2 - Hacienda (Spain) : +2 |
The tenet could thus be worded like this :
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations and Camps produce +4 Food. Unique improvements produce bonus Food based on their ease of construction.
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill and Oil Well produce +3 Production. Unique improvements produce bonus Production based on their ease of construction.
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts and Citadels produce +3 Science. Unique improvements produce bonus Science based on their ease of construction.
This is only a first draft, and we can debate the fine details.
Rationale :
I know why these UI-enhancing bonuses were created in the first place: to make sure that the bonuses offered to improvements by tenets in order for them to be relevant in the endgame when compared to specialists and buildings don't disadvantage civilizations that must use space for their own unique improvements. This solution however, creates more problems than it solves in my opinion : it not only creates weird artificial power spikes in the endgame for civilizations lucky enough to have a spammable UI, but also warps the design balance of unique improvements around spammability in a way that is detrimental.
I once advocated for the removal of these bonuses entirely, but now I think a more elegant solution would simply to make these bonuses scale with rarity. This would be at the price of a little readibility at first, but it should be easy to change some GameText to simply add clarifications for these who don't already have EUI to access the information.
Thanks for reading.
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