(8-13) 4UC Egypt
This is a thread for discussing the addition of 2 more unique components to the Egyptian civilization. Note: the implementation of the Mamluk attack/move bonus is different in the proposal than from the 4UC implementation. Intend to make the attacks not cost movement. Current implementation...
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It is often remarked that while good on paper, the wonder whoring on Egypt isn't really competitive because (a) it makes you a huge target and (b) the rewards just aren't good enough.
There is a small Golden Age theme in the current UA, expanded in the new UB (Nilometer) which is also unsupported by the UA.
I think it is time we integrated the rework coded up by the fine modders in the thread's title because it fixes all these problems and is also very cool.
Here is the copy paste from the original thread with some notes in blue.
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New UA
UA - Great Ancestor <--This is what they called Ramesses II in the later kingdoms. Very cool.
Reveal a nearby Antiquity Site when you found a City,
Note:
Following discussion in the thread, we should specify that when you found a City, the Antiquity Site is added to the max number possible,
therefore, like the Burial Tomb before, Egypt increases the total number of artifacts on the map equal to its number of cities.
In contrast, when you build a World Wonder the new site is taken from total number to be placed. I.e. it doesn't lead to more artifacts (the current implementation of Rekk)
Antiquity Sites gain +1 Culture, Science and Faith with each Golden Age (up to +5).
+20% Production towards Wonders (+40% during Golden Ages)
UB (Burial Tomb) replaced by a Antiquity Site-specialized UI
UI - Obelisk
Unlocked at Mining
Must be constructed on a Antiquity Site, and doesn't remove it when doing so <--this still makes you a target, but later when Archaeology comes online
+1 Culture
+1 Science
+1 Faith
+2 Golden Age points <--This supports the Golden Age focus
Tech bonuses :
- +3 at Engineering <--and more points quite quickly
- +2 at Civil Service
- +2 at Architecture
- +2 at Archaeology
Explanation :
Egypt, with its focus on Wonders, free tile bonuses and potential for Artifact / Landmark stacking, is the quintessential yield bloat / pinata civ (one that you want to conquer to get all its bonuses). Unfortunately, the thrill Egypt's neighbors may feel isn't really present in the Egyptian kit itself, most notably in its way to gain the bonuses : most of the yields come from gaining free artifacts by quickly building the same building in all your cities once Currency is researched. I wanted to find a way to make Egyptian gameplay more interactive, with more lows, but better highs if used correctly and the ability for other civs to clearly see the potential loot they can gain from capturing Egypt.
Because I made Egypt more risky, I also wanted to give it a little more military edge, hence the combat bonus given by the Obelisk : it allows the terrain surrounding the Antiquity Site to become true battlegrounds for Egyptian troops, especially once Archaeology has been researched and other civilization tries to loot Egyptian Obelisks.
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The Mamluk is added as in the original proposal.
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