(8-20a) 4UC Inca: Pata-Pata Yield Rebalance, UU2 Rework, and Qullqa Simplification

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azum4roll

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Current Pata-Pata:
1 :c5food: 2 :c5production:
+1 :c5food: per adjacent Pata-Pata or mountain
+1 :c5food: on adjacent Farms
Civil Service: +1 :c5food:
Fertilizer: +1 :c5food:
Robotics: +3 :c5food:

Pata-Pata only gives :c5food: Food from adjacency and tech. Inca is stuck with at most 4 :c5production: Production on all hills for the whole game, unless they forgo some Pata-Pata for mines.
...is what I would've said some time ago, before Engineers were buffed to be better than mines, and the :c5food: Food on mountains is going to change to :c5production: Production.

Now the only problem is that the yields are BORING and not unique. The tech boosts completely follow Farms, but buildings and Imperialism that boost Farms don't also boost Pata-Pata. The latter should deserve more unique tech boosts as a unique improvement that's supposed to be better than farms. The thematic identity to Farms can be represented by shared adjacency.

Proposed Pata-Pata:
2 :c5food: 2 :c5production:
+1 :c5food: per 2 adjacent Farms, Pata-Pata, or Mountains
Farms get +1 :c5food: per 2 adjacent Farms or Pata-Pata

Civil Service: +1 :c5food: :c5gold:
Chemistry: +1 :c5food: :c5production:
Fertilizer: +1 :c5food: :c5production:
Ballistics: +1 :c5production: :c5science:

Combined adjacency is already implemented waiting to be merged. Pata-Pata gives and receives less yields from adjacency, but has a higher base yield and doesn't rely as much on mountains.
Now giving more than just food from techs. Ballistics is where everyone can build roads on mountains and part of the Incan UA obsoletes.


UB - Qullqa (replaces Granary)
Unlocked at Pottery
Standard costs and maintenance

+1 :c5food: +2 :c5production:
+25 :c5food: Food on completion
15% of :c5food: Food is carried over when a new :c5citizen: Citizen is born
+1 :c5food: Food to Bananas, Wheat, Rice, and Maize
Enables :c5food: Food Internal :trade: Trade Routes from this City
+5% :c5production: Production and :c5gold: Gold to :c5trade: City Connections
Garrison heals 5HP regardless of action
Growth cannot drop below 1

Total non-specialist :c5food: Food consumption cannot exceed :c5food: Food production

(Basically no starvation if the city does not work specialists)

For an early building, the current Qullqa is trying to do too much.
Free garrison heal is very powerful early on when limited units can attack the city (especially for Inca in a mountain range), so it's removed.
The anti-starvation/stagnation is changed to no starvation only for non-specialists.
- The ability was originally designed to handle the early food problem for starting in a very hilly region.
- But with the current implementation, there's a late game use of making all citizens specialists when the city has reached a desired population. It has to be limited, especially when it goes against the UI's food focus.
- Stagnation is allowed purely for easier wording. It doesn't make much difference.
The :c5trade: City Connection bonus is increased to 5%. It roughly equates to 200 :c5production: Production and :c5gold: Gold in total for a 20-city empire of 20 :c5citizen: population each, all with an Industrial Connection. It's still not a big number, and it's not supposed to be, being on an extremely early building.


UU2 - Inti Maceman (replaces Longswordsman) - icon and model from this mod
Unlocked at Steel
Standard costs
Requires 1 Iron

23 :c5strength: (+1)
Discipline
Sentinel of the Sun (+25% :c5strength: Combat Strength in Hill and Mountain. +15 Hit Points.)
Note: This is new code since it works in featured Hill tiles as well! If added to a ranged unit, it counts the tile it's on for both attacking and defending.

Giving a unique recon unit to a civ with innate movement bonus is a waste. This unit functions like Pictish Warrior, but focuses more on holding key hill/mountain locations, and uses a less confusing table.
 
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- The ability was originally designed to handle the early food problem for starting in a very hilly region.
- But with the current implementation, there's a late game use of making all citizens specialists when the city has reached a desired population. It has to be limited, especially when it goes against the UI's food focus.
Just want to say that no, this is not the case. The intention was for the ability to be used however players could manage to use it. That includes trying to abuse it by assigning everything to specialists. Totally cool and good with me.

Starvation immunity is an interesting ability; let people have their fun.
 
It becomes a no-brainer to switch to all specialists (+GPTI and mountains) after a certain point in the lategame, when you can value food at 0.

This means your UI (strictly inferior to specialists and mountains) is valueless (past that certain point). All because of your other unique component that unlocks all the way back in the ancient era.

It can be mathematically proved that "the certain point" exists for every game, but it'll be complicated.
 
Proposal sponsored by prior agreement from @azum4roll.
 
Timestamp post to arrange all the threads in a neat order.
 
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