Current :
Ottomans
See pineappledan's recap of the Ottoman kit with 4UC components here.
UA - Kanuni
Completing a Trade Route grants +150 Science and Food to the origin City if International, or Culture and Gold if Internal, scaling with Era.
Siege Foundry (replaces Forge)
Unlocked at Bronze Working
110 Production cost
1 GPT maintenance cost
+3 Production
+1 Science
+1 Production from Mines worked by the City.
+50% Production towards Siege Units, and all Siege Units trained in the City gain the Volley Promotion.
Grant 20% of the Production cost of Military Units produced in the City as Science.
+1 Production / Gold to Iron worked by the City
+2 Gold to Copper worked by the City
Morocco
See pineappledan's recap of Morocco's 4UC kit with 4UC components here.
UA - Gateway to Africa
+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder Trade Routes between foreign Cities without declaring War.
UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
42 CS (instead of 40)
4 MP / 2 Vision
Razzia - Can freely enter Rival Territory. Grant Food and Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering Trades Routes.
Proposal :
Ottomans :
- Ottoman UA changed to the following
UA - Devshirme
+50% Unit production in Annexed Cities and gain 20% of the Production cost of newly-trained units as Science. Trade Route Yields to or from Ottoman Cities are not affected by distance.
- UB - Replaces the Siege Foundry with the Arrows Outpost
UB - Arrows Outpost (replaces Caravansary)
Unlocked at Currency
200 Production cost
+2 Culture
+3 Food / Gold (instead of +1 Gold)
When a Land Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +3 Gold
Gain 100 and on the completion of Internal Trade Routes and 100 and on the completion of External Trade Routes originating from the City, scaling with Era.
Grant the "Akinji" promotion to Ranged Mounted Units produced in the City (+10% base CS / RCS when on a pillaged tile ; -50% Gold cost to upgrade)
+1 Food and for every 2 Desert or Tundra tile worked by City.
Truffles +2 Gold
Cotton +1 Production / Culture
Furs +1 Gold / Production
- UMU1 - Janissary kept as is
- UMU2 - Great Bombard kept as is
- UGPTI - Tersan kept as is
Morocco :
- Moroccan UA changed to the following
UA - Gateway to Africa => renamed to "Golden Companies"
+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era.Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder Trade Routes between foreign Cities without declaring War. Units can freely enter Rival Territory but suffers -10 % CS when defending.
- Corsair changed to the following
UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
Doesn't suffer an experience or movement penalty when purchase with Gold
42 CS (instead of 40)
4 MP / 2 Vision
Razzia -Can freely enter Rival Territory. Grant Food and Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering Trades Routes.
Rest of the kit kept as is with the exception of the Riad, for which I prefer azum4roll's proposed version.
Rationale : Within the original 2UC kit, the Siege Foundry makes perfect sense. It provides the strong Siege focus the civ needs to fulfill its power fantasy of conquest during the second third of the game. With 4UC, the civ already gets the most hard-hitting Siege Unit in the game, and putting Volley on top of it really doesn't add much.
The goal of my proposal is to instead allow the player that accomplished the conquest to get more than half-destroyed cities. The Bab-i Ali is meant to convert one of these Cities (preferably an enemy capital with numerous World Wonders in it) into the jewel of your empire, with bonus working range, bonus yields for WWonders and the transfer of your capital status towards it (so it means all Capital bonuses are gained by this conquered City). On top of it, the vassals you'll get (and you'll surely be able to get some with such superior firepower in the midgame) will give you plenty of levy units afterwards so that you can further expand your military power, and the faster Trade Routes boost the UA even more. Of course, all of this requires you to conquer a city in the first place.
The loss of the Siege Foundry has another consequences though, which is the reason why the Moroccan tweaks also happen here. Indeed, the Science gained from producing Units is a very useful part of the current Ottoman kit : it allows, combined with the UA, to speed through the Classical and Medieval eras and so to quickly gain access to the core unit of the civ, the Janissaries, that does so well when used alongside your Siege Units with Volley. The change to the UA, which takes the mantle of Science production while giving its yield bonus from trade routes to a classical era building, is meant to counterbalance that change and provide a good way for Ottoman players to have good ways to progress towards their power spike.
However, one part added to the Ottomans is removed from the Moroccan kit. That's where the tweaks for Morocco come in. Currently, the Moroccan ability to plunder trade routes that don't go towards Moroccan cities is quite undersupported by the rest of the kit. Only the Corsair truly helps this kind of "mafia playstyle" that I think is both flavorful and gives an incentive for other players to counter Morocco in some way (and not let it play defensive and passive until victory). The change to the UA is meant to fill the spot left void by a military element meant to further support the plunderer element of the civ's kit : by allowing the units to infiltrate rival territory, it not only gives the civ some flexibility for CS quests or conquest, but also allows it to bully those who did not take the necessary measures to neuter the Moroccan threat (plus, it is a nice nod to the Arabo-Berber origins of the people of the region) in exchange for a bit less durability for the civ when on the defensive. The change of the name for the UA (Ahmad al-Mansour was named "the Golden" for the ranson he obtained, and he allowed the creation of multiple Companies with Europe) is meant to show this more agressive version of the civ that, it must be noted, ended the Songhai Empire to take control of the Transaharan trade.
Finally for the Corsair, the loss of the unique ability to enter rival territory (now part of the UA, so it doesn't change the result) is compensated by a bonus to unit purchase that I think makes perfect sense for a civ so focused on Trade.
As always, thanks for reading.
Edit 1 : Change Ottoman kit based on pineappledan's suggestions (mix of ideas). Changed the Moroccan UA to affect all Units in exchange for a combat nerf.
(8-28) 4UC Morocco
This is a thread for discussing the addition of 2 more unique components to the Moroccan civilization.
forums.civfanatics.com
[DLL] - (8-NS) 4UC Ottomans
This is a thread for discussing the addition of 2 more unique components to the Ottomans civilization.
forums.civfanatics.com
Spoiler Current :
Ottomans
See pineappledan's recap of the Ottoman kit with 4UC components here.
UA - Kanuni
Completing a Trade Route grants +150 Science and Food to the origin City if International, or Culture and Gold if Internal, scaling with Era.
Siege Foundry (replaces Forge)
Unlocked at Bronze Working
110 Production cost
1 GPT maintenance cost
+3 Production
+1 Science
+1 Production from Mines worked by the City.
+50% Production towards Siege Units, and all Siege Units trained in the City gain the Volley Promotion.
Grant 20% of the Production cost of Military Units produced in the City as Science.
+1 Production / Gold to Iron worked by the City
+2 Gold to Copper worked by the City
Morocco
See pineappledan's recap of Morocco's 4UC kit with 4UC components here.
UA - Gateway to Africa
+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder Trade Routes between foreign Cities without declaring War.
UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
42 CS (instead of 40)
4 MP / 2 Vision
Razzia - Can freely enter Rival Territory. Grant Food and Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering Trades Routes.
Proposal :
Spoiler Proposal - Ottomans :
Ottomans :
- Ottoman UA changed to the following
UA - Devshirme
+50% Unit production in Annexed Cities and gain 20% of the Production cost of newly-trained units as Science. Trade Route Yields to or from Ottoman Cities are not affected by distance.
- UB - Replaces the Siege Foundry with the Arrows Outpost
UB - Arrows Outpost (replaces Caravansary)
Unlocked at Currency
200 Production cost
+2 Culture
+3 Food / Gold (instead of +1 Gold)
When a Land Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +3 Gold
Gain 100 and on the completion of Internal Trade Routes and 100 and on the completion of External Trade Routes originating from the City, scaling with Era.
Grant the "Akinji" promotion to Ranged Mounted Units produced in the City (+10% base CS / RCS when on a pillaged tile ; -50% Gold cost to upgrade)
+1 Food and for every 2 Desert or Tundra tile worked by City.
Truffles +2 Gold
Cotton +1 Production / Culture
Furs +1 Gold / Production
- UMU1 - Janissary kept as is
- UMU2 - Great Bombard kept as is
- UGPTI - Tersan kept as is
Spoiler Proposal - Morocco :
Morocco :
- Moroccan UA changed to the following
UA - Gateway to Africa => renamed to "Golden Companies"
+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era.
- Corsair changed to the following
UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
Doesn't suffer an experience or movement penalty when purchase with Gold
42 CS (instead of 40)
4 MP / 2 Vision
Razzia -
Rest of the kit kept as is with the exception of the Riad, for which I prefer azum4roll's proposed version.
Rationale : Within the original 2UC kit, the Siege Foundry makes perfect sense. It provides the strong Siege focus the civ needs to fulfill its power fantasy of conquest during the second third of the game. With 4UC, the civ already gets the most hard-hitting Siege Unit in the game, and putting Volley on top of it really doesn't add much.
The goal of my proposal is to instead allow the player that accomplished the conquest to get more than half-destroyed cities. The Bab-i Ali is meant to convert one of these Cities (preferably an enemy capital with numerous World Wonders in it) into the jewel of your empire, with bonus working range, bonus yields for WWonders and the transfer of your capital status towards it (so it means all Capital bonuses are gained by this conquered City). On top of it, the vassals you'll get (and you'll surely be able to get some with such superior firepower in the midgame) will give you plenty of levy units afterwards so that you can further expand your military power, and the faster Trade Routes boost the UA even more. Of course, all of this requires you to conquer a city in the first place.
The loss of the Siege Foundry has another consequences though, which is the reason why the Moroccan tweaks also happen here. Indeed, the Science gained from producing Units is a very useful part of the current Ottoman kit : it allows, combined with the UA, to speed through the Classical and Medieval eras and so to quickly gain access to the core unit of the civ, the Janissaries, that does so well when used alongside your Siege Units with Volley. The change to the UA, which takes the mantle of Science production while giving its yield bonus from trade routes to a classical era building, is meant to counterbalance that change and provide a good way for Ottoman players to have good ways to progress towards their power spike.
However, one part added to the Ottomans is removed from the Moroccan kit. That's where the tweaks for Morocco come in. Currently, the Moroccan ability to plunder trade routes that don't go towards Moroccan cities is quite undersupported by the rest of the kit. Only the Corsair truly helps this kind of "mafia playstyle" that I think is both flavorful and gives an incentive for other players to counter Morocco in some way (and not let it play defensive and passive until victory). The change to the UA is meant to fill the spot left void by a military element meant to further support the plunderer element of the civ's kit : by allowing the units to infiltrate rival territory, it not only gives the civ some flexibility for CS quests or conquest, but also allows it to bully those who did not take the necessary measures to neuter the Moroccan threat (plus, it is a nice nod to the Arabo-Berber origins of the people of the region) in exchange for a bit less durability for the civ when on the defensive. The change of the name for the UA (Ahmad al-Mansour was named "the Golden" for the ranson he obtained, and he allowed the creation of multiple Companies with Europe) is meant to show this more agressive version of the civ that, it must be noted, ended the Songhai Empire to take control of the Transaharan trade.
Finally for the Corsair, the loss of the unique ability to enter rival territory (now part of the UA, so it doesn't change the result) is compensated by a bonus to unit purchase that I think makes perfect sense for a civ so focused on Trade.
As always, thanks for reading.
Edit 1 : Change Ottoman kit based on pineappledan's suggestions (mix of ideas). Changed the Moroccan UA to affect all Units in exchange for a combat nerf.
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