(8-10a) 4UC Celts: Oppidum Yield Rework and Start Bias Removal

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azum4roll

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UI - Oppidum
Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General
Must not be adjacent to another Oppidum
Can be built on resources and connects them
Removes features
(Jungle, Forest, Marsh)
+2 :c5food: +1 :c5production: +1 :c5gold: +1 :c5science: +1 :c5culture: +1 :c5faith: +1 :c5goldenage:
+100% tile defense
Contains Fortifications
+1 :c5production: +1 :c5faith: to all adjacent tiles
(Grassland, Plains, Desert, Tundra, Snow, Coast)

Metal Casting: +1 :c5production: :c5culture:
Physics: +1 :c5gold: :c5science:
Chemistry: +1 :c5science: :c5culture:
Architecture: +1 :c5food: :c5faith:
Railroad: +1 :c5gold: :c5culture:
Fertilizer: +1 :c5food: :c5science:
Flight: +1 :c5gold: :c5culture:
Electronics: +1 :c5production: :c5science:


Civil Society: +4 :c5food:
Five-Year Plan: +3 :c5production:
Military-Industrial Complex: +3 :c5science:
New Deal: +2 :c5production: :c5gold: :c5science:

+10% :c5gold: Gold and WLTKD length from Great Merchant Trade Missions
+5% :c5production: Production from Great Engineer Hurry Production
+5% :c5science: Science from Great Scientist Discover Tech

PillageGold: 20

Rationale
Base yield: :c5goldenage: Golden Age Point is removed for not being part of all yields and not being part of any existing GPTI yields. The adjacency yields make it good enough compared to the other GPTIs.
Fortifications: No follow up should be basic for tiles with big defense. It's not considered a canal though.
Adjacency: Simple yields on all terrain instead of different yields on each improvement. Also simpler than having to list every current and future improvement. Unimproved tiles are rarely worth working anyway.
Tech yield: These are mostly techs that already include boosts to existing GPTIs. Each GPTI gets around 12 extra yields from techs, so Oppidum gets 16 for being a unique one.
New Deal: As a hybrid of Manufactory/Town/Academy, it gets a mixture of yields from this policy.


Also, the hill start bias is removed. The UA and pantheon are supposed to be flexible and the bias makes some pantheons less pickable. It's only there because of the Highlander promotion of Pictish Warrior benefiting from hills, but hills are everywhere on the map (more common than say trees or desert).

UA, pantheons, and all other components are not changed.


EDIT 1: Added start bias removal.
 
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Not in favour of any proposal that allows a player to further terraform snow.
This would also boost weird things like natural wonders, and I’m not in favour of that.

I prefer the bonus be kept on improvements. I do not like this stacking on GPTIs and villages; those were specifically excluded, and I think for good reason.

I agree on the fortifications bit. If the oppidum doesn’t already have that in the original proposal it should.
 
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Snow is wasteland terrain that spawns on the margins of the map to push players toward the middle so they interact. It serves an important game function. Allowing all manner of boosts to it and making lots of Things buildable on blank snow violates that.
 
Yes. Many unique components violate sth. It's kinda thematic for Celts to make use of snow better than other civs. Just like there are things that boosts deserts, which also are wastelands.
 
1 :c5production: 1 :c5faith: doesn't make snow worth working, even if you slap a fort or mine on it.
 
Edited to remove the hill start bias.
 
Nothing requires DLL here. Should be automatically sponsored.
 
Timestamp post to arrange all the threads in a neat order.
 
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