[Complex] (7-NS) Carthage Gets Plunder Resistant Cargo Ships

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usadefcon1

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This is a variation of:

Rationale for this version:
Giving the Carthaginians free Cargo Ships is a cool idea but once they're gone, they're gone.
The other issue with simply giving more Cargo Ships is that Morocco can snipe Carthage's entire UA.
This version attempts to mitigate that.

Current Carthage UA
+125 Gold when founding Cities, scaling with Era. Owned Coastal Cities receive a Lighthouse. Trade Route Resource Diversity modifier doubled.

Proposed Carthage UA
Gain a Cargo Ship after founding a Coastal City.
Cargo Ships are immune to Barbarians, and enemies receive no reward for plundering them.
Trade Route Resource Diversity modifier doubled.

The rest is the same as (7-30d) :

Current Carthage UNW (Great Cothon):
Available at Currency (two techs early)
Requires Market
Replaces East India Company
Cost: 140 :c5production:
Gold: +4 :c5gold:

Receive an additional copy of all Luxury Resources around the City.
Incoming :trade: Trade Routes generate +5 :c5gold: Gold for the City, and +3 :c5gold: Gold for the :trade: Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 :c5production: Production, and all Lighthouses gain +2 :c5culture: Culture.
Gain 2 Additional :trade: Trade Routes.

-2 :c5unhappy: Unhappiness from :c5unhappy: Poverty in this City
(up from 1), and -1 in all other Cities.
The :c5production: Production Cost increases based in the number of Cities you own (no :c5citizen: Population requirement).


Proposed Carthage UNW (Great Cothon):
Available at Currency (two techs early)
Coastal Only
Replaces East India Company
Cost: 140 :c5production:
Gold: +4 :c5gold:

Receive an additional copy of all Luxury Resources around the City, and 3 Cargo Ships in the City.
All Owned Cities gain a free Harbor.
Incoming :trade: Trade Routes generate +5 :c5gold: Gold for the City, and +3 :c5gold: Gold for the :trade: Trade Route owner. (+1 additional)
+25% Resource Diversity Modifier for Trade Routes from this City.
All Harbors gain +3 :c5production: Production, and all Lighthouses gain +2 :c5culture: Culture.
Gain 3 Additional :trade: Trade Routes.

-2 :c5unhappy: Unhappiness from :c5unhappy: Poverty in this City
(up from 1), and -1 in all other Cities.
The :c5production: Production Cost increases based in the number of Cities you own (no :c5citizen: Population requirement).


MAGI: Complex proposal, DLL and database changes
 
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Magi right now: "what have we done to deserve this?"
 
Plundering trade routes has no opportunity cost. It doesn't even cost moves. This isn't going to stop Morocco.

You would need to add an opportunity cost, like make plundering *cost* gold.
 
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Timestamp post to arrange all the threads in a neat order.
 
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