[DLL] (8-NS) Arabia & Byzantium 4UC Swap

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hokath

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Repost of Hinin's original proposal
Current : See pineappledan's proposals for 4UC Arabia
and Byzantium

Proposal :

- Swap the Arabian and Byzantine UA for the following results :
  • Arabia - Seal of the Prophets:
    Can always found a Religion, receives one additional Belief when founding, and may select Beliefs present in other Religions.
    -15% :c5faith: Faith purchase costs,
    and may purchase unlocked :c5greatperson: Great People starting in the Classical Era.
  • Byzantium - Queen of Cities:
    When you complete a :tourism: Historic Event, gain +1 :c5science: Science, :c5culture: Culture and :c5gold: Gold in the :c5capital: Capital.
    Converting a City to your main Religion for the first time triggers an :tourism: Historic Event.
The UU and UB for both Civs are then changed as follows:
Arabia
Spoiler :

UU1 - Guzat (replaces Heavy Skirmisher) => same art as Camel Archer
Unlocks at Physics
Standard costs
Does not require Horses

19 :c5strength: (+2) 16 :c5rangedstrength: (+2)
No Defensive Terrain Bonuses
Can Move After Attacking
City Attack Penalty
Naval Target Penalty
Skirmisher Doctrine
Withdraw Before Melee
Ship of the Desert -- Ignores terrain in desert, lost on upgrade
Ghazi -- 15 AoE damage on pillage


UB1 - Souq (replaces Market) => Same art as Bazaar
Unlocked at Trade
110 :c5production: Production cost
+3 :c5gold: Gold
+3 :c5food: Food
+1 :c5science: Science
Converts 10 % of :c5gold: Gold spent in the City into :c5food: Food.

+1 :c5gold: Gold to :trade: Trade Routes coming to / from the City
Land Trade Routes from the City gain 50% range
+100% Pressure towards Cities connected by a :trade: Trade Route

+1 :c5gold: Gold / :c5food: Food to Cinnamon / Sugar worked by the City
1 :c5greatperson: Merchant specialist

UU2 - Baghlah (replaces Caravel) => art by janboruta, from Oman civ
1721168185715.png

Unlocked at Compass
160 :c5production: Production cost
4 MP / 2 Vision
26 :c5strength: CS (+1)
Can move after attacking - Lost upon upgrade
Pincer - +10% flanking attack bonus ; ignores ZOC
Piracy promotion (100% Gold on kill, 100% damage to cities as gold)

UB2 - Dar al-Shifa
(replaces Grocer) => same art as the Bimaristan
Unlocked at Astronomy (instead of Chemistry) => same tech tier, but at the center for more versatility in the tech path
500 Production cost
4 :c5gold: GPT maintenance cost
+1 :c5happy: Happiness
+1 :c5food: Food per 5 :c5citizen: Citizens in the City
15 % of :c5food: Food is carried over when a new :c5citizen: Citizen is born in the City
15% of :c5faith: Faith Purchases in the City are converted to :c5food: Food and :c5science: Science
Land Units in this City heal 5 hp per turn whatever their action.
+1 Yield from Specialists in the City

-1 :c5unhappy: Unhappiness from Poverty in the City


Byzantium
Spoiler :

UU1 - Cataphract (replaces Knight)
Unlocked at Chivalry
175 Production / 300 Faith cost
Requires Horse
Mounted Unit
3 MP / 2 Vision (-1 / 0)
27 CS (+2)
Armor Plating I
Resilient - +10 HP ; always fight at full strength ; lost upon upgrade

Can move after attacking
No Terrain Defense
Attack penalty against Cities

UI - Aplekton (replaces Fort) => from DuskJockey's Byzantium
1721168201238.png

Unlocked at Engineering
Cannot be built adjacent to another Aplekton
Reveals tiles within 3 tiles (can be blocked by rough terrain) -- note this is a column already used by Feitoria (at least)
+50% CS to defending Units
+1 :c5food: Food
+1 :c5production: Production
+2 Border Growth points
1 food, 1 prod, 2 BGP for road connection
2 food, 2 prod, 4 BGP for railroad
1 food, 1 prod, 2 BGP for trade route, doubled in Industrial or later (as with Village)
Aplekton and your owned tiles adjacent to them cannot be claimed by rival culture bombs (no protection if pillaged)
Receives the same bonus yields from techs and policies as the Fort, plus the following tech bonuses :
- +1 :c5food: Food / :c5production: Production and +2 BGpoints at Banking ;
- +1 :c5food: Food / :c5production: Production and +2 BGpoints at Fertilizer ;
- +1 :c5food: Food / :c5production: Production and +2 BGpoints at Radio.

UU2 - Dromon (replaces Liburna)
Unlocked at Sailing
100 :c5production: Production cost / 200 :c5faith: Faith cost
4 MP / 2 Vision
10 CS / 13 RCS / 1 Range (+3 / -3 / 0)
Dreadful - Reduces the :c5strength: Combat Strength of rival adjacent Units by 15%
Sea Fire - When attacking or defending in melee, inflicts the "In Flame" plague for 3 turns, increasing all damages received by 5.
Can move after attacking
Attack malus against Land Units
Cannot Melee Attack
Shallow Draft
Cannot end a Movement on an Ocean Tile

UNW - Hippodromos (replaces Circus Maximus)
Available at Metal Casting
80 :c5production: Production cost (scaling with number of Cities in Empire) / No :c5citizen: Citizen requirement
Must be built in the :c5capital: Capital

Provides 2 Horses
+3 :c5happy: Happiness (instead of +2)
+2 :c5gold: Gold per :c5citizen: Citizen in the City
Convert 15% of the :c5culture: Culture of the City into :c5food: Food.

+10% :c5culture: Culture and :c5gold: Gold during :c5happy: WLTKD in the City
Whenever a new :c5happy: WLTKD is triggered in the City, a :tourism: Historic Event is triggered
+2 :c5gold: Gold to Arenas in the Empire.
-1 :c5unhappy: Unhappiness from Boredom


Rationale :
Spoiler :

Ok... so, let's begin !

The original idea comes from a simple concept : the current UA bonus of Byzantium just goes so well with Arabia's imperial history, as did the Arabian current UA for Byzantium. As a consequence, I wanted to try to do something about this situation (which I did in my tweaks). Afterwards, ideas and reactions from other people gathered around this idea, and it also evolved in my head. The result is here for you to read.

Now, let's go piece by piece :
- Arabian UA : now previous Byzantium UA, without any change needed. It is powerful, flexible, and it shows well the impact Muhammad had on Arabian history (in so many ways).
- Byzantium UA : it has been nerfed on its most balance nightmare part (the GP part is just so snowbally it is difficult to conceive things around, so better axe it) and boosted in specific ways to allow for different strategies (the free Historic Event from Barbarian Encampment is not only thematic, it also allows Authority Byzantium to be a thing).

- Arabia UU1 (Guzat) : We have no early skirmisher unit in the early game, and having it at around the same time the Arabian religion should come online is thematic and it gives the civ a real springbox feeling. This, plus the lack of Horse requirement and the reduced cost, means that the unit shouldn't have much more combat power compared to the Heavy Skirmisher, or it would be oppressive. The Withdraw Before Melee part allows the unit to be survivable (and so gain more experience its in lifetime) and entrap enemy units which try to catch it without pushing the enveloppe too far.
- Arabia UB1 (Suq) : With the departure of the current UA from the Arabian kit, the Bazaar has to change. The idea there was to make the building a toolbox for the civ, with several bonuses that can be powerful when used correctly, but don't help the civ that much at first. The bonus Gold / Faith from followers of rival Religions not only punishes those who push the religious game too early against Arabia (for it will give the civ the Faith it lacks to gain its Prophet early), but also symbolizes pre-Islamic religious history in the region, and later the dhimmi presence within the Empire, with the advantages and challenges it represents historically and in term of gameplay (especially in case of conquests).
- Arabia UU2 (Baghlah) : Although I like the Hashemite Raider, I do think it comes too late to truly affect the game state. Arabian naval history, which had important effects on world history, was also underepresented, hence my choice for the Baghlah. In term of gameplay, it is a versatile (as is meant to be the rest of the Arabian kit) unit with lower economic burden (since it was used mostly as a commerce and pirate ship) and a wolfpack playstyle.
- Arabia UB2 (Dar al-Shifa) : Once againt meant to be versatile, this early version of the Hospital also comes with big advantages for those who balanced their economy well by offering potentially major Science and defensive bonuses. It is not flashy, but quite potent and rewarding.

- Byzantium UU1 (Cataphract) : Although powerful and interesting, I've always found the current version of the Cataphract a bit clunky : its minor bonus against Cities (-25% CS instead of -33% CS) takes design space for no interesting or impactful reason, and its bonus in flat terrain is so massive it creates a weird power spike for a unit that wants to be slow but reliable. I decided to go fully into the direction of a defensive knight (the kit is already geared towards playing tall and defensive) with the added bonus of providing surrounding units (especially ranged units) support to end the job (which allows the Byzantine front to be more stable) and some offensive power in flat terrain to still have our armored charge dream.
- Byzantium UI (Aplekton) : A mix of an original idea of mine and pineappledan's input, this improvement is meant to provide a direct counter to one of the most unfair ways an enemy can break the Byzantine turtle strategy while also giving some bonus yields (quite useful for new secondary cities), defense and good vision. With good technologies and policies, it can also become truly important in generating an important amount of science.
- Byzantium UU2 (Dromon) : I do find that, even in 4UC, the Dromon is a bit clunky. Its plague promotion, although interesting, is quite niche, and its one splash damage promotion alone isn't enough to make the difference I feel. This is why I decided to make the unit a true 1 range aoe terror with double the splash damage promotions and a terror aura, in exchange for reduced base ranged combat strength. Its availability at Education not only reflects how Greek Fire was a genuine (and genius) invention of the empire, but also synergizes with the civ's focus on specialists and allows the civ's power spike to be relevant on land and on the seas at the same time (I do find that, in this particular case, the two powerspikes don't stack too much, since they are on different parts of the battlefield and on units with quite different roles).
- Byzantium UB (Tetraconch) : In addition to providing the necessary faith to really push the civ into overdrive and scale throughout the game, I wanted to focus the building more on the theme of defensive scaling and helping the Capital. This Great Musician bonus, although a bit clunky I admit, is meant to provide this "wide specialist helping tall" strategy we dreamt about with pineappledan some time ago within a kit for which it totally makes sense.

So, that's all. As always, don't hesitate to express your opinions on the various ideas, and thanks for reading. :)

Edit 1 : Removed the Barbarian Encampment clearing bonus from Byzantium UA (too random) ; change the Tetraconch for the Hippodromos, and move the TRoute bonus of the building to the Arabian Suq ; limited the science + defense bonus of the Dar al-Shifa to +15% and +5 respectively ; added tech bonuses to the Aplekton.

Edit 2 : Replaced Faith with Gold in the Byzantine UA. Replaces Splash Damage I & II by a plague effect for the Dromon that increases flat damages received for afflicted enemies. Replaces the GP effect of the Hippodrome by a converter of Culture into Food (allowing the Byzantine capital to sustain itself from its cultural fame alone if used well). Changed Baghlah's free promotion from Skirmisher Doctrine to Pincer and reduced its base CS to compensate (ignore ZOC + movement after attack can be vicious) based on @azum4roll's review.
 
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That's really good rework with really good theme, the only thing i would like to be changed is the naming of Suq. In my opinion Al Souq looks far more beautiful in both spelling and pronunciation even though Al is just a prefix article
On second thought i would Also mention this
+3 % :c5science: Science and +1 :c5strength: CS in the City per excess :c5happy: Happiness in the city (caps at +15% :c5science: Science and +5 :c5strength: CS)
It Is pretty easy task to do, so all of the cities will be like that at some point or even at the moment of construction, seems a little op, the whole building is just op to be honest, this is too much
+100% Pressure towards Cities connected by a :trade: Trade Route
This is also too good to be true
 
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The science/CS is very strong. Sadly the CS is already minimal so it is harder to change.
I could see 1% Science per excess Happiness capping at 15.
Maybe the CS just goes or becomes a flat amount. CS on Cities is a dangerous stat after all.

The pressure on trade routes already exists on the Tetraconch, so it's just been ported over. Of course it is very good, but it's one of your only Religious bonuses.
 
Sadly the CS is already minimal so it is harder to change.
You can give a fraction of a defense or 1 per 2. Defense is base 100
 
Gain the same yields if adjacent to a City and / or is on the path of a :trade: Trade Route (potential base yields : 3 Food / 3 Production / 6 Border Growth points)
The yields from route bonus on village is a single table for road, railroad, and TR. You cannot separate them unless you build a new table.
The UI simultaneously blocks tile steal on the border and has a city adjacency bonus. Giving bonuses for both distance and proximity to cities looks unfocused. The UI lacks a clear identity to me.
(and 1.5 the yields from the Military-Industrial Complexe Autocracy Tenet, since it is both a Fort and a unique improvement),
Why? None of the unique citadels do this; they just give the normal bonus.
Military Industrial Complex gives +3 :c5science: to forts, citadels, and UIs. What is 1.5x of 3? Are you proposing to round up to 5 or down to 4?
And once again, why do this when nothing else does this?
Whenever a new :c5happy: WLTKD is triggered in the City, a :tourism: Historic Event is triggered
Converting a City to your main Religion for the first time, or completing a :trade: Trade Route, triggers a :tourism: Historic Event.
giving 3 different unique HE triggers in a single kit looks sloppy, imo. As if the kit is unfocused or you don't have faith in any 1 aspect of the design, so you keep adding buffers to it.
The HE on trade is the worst offender imo. All civs unlock that with Caravansary anyways. so this mainly functions to remove tech path and build order incentives. It removes a potential decision point.

Giving a unique HE trigger to a civ for converting civs to their religion, but then giving them no tools to establish a religion looks wrong to me. This is equivalent to giving Ethiopia free techs when they select beliefs, but removing the Stele, and still expecting their UA to work.
And if the UA is designed in such a way that it works if you spread foreign religions, a) making your ability work by making another civ's religion stronger sucks, and b) how do you track that now? Can you spread multiple different religions simultaneously? Conversion by passive spread redounds back to the founder, how are you tracking that?
UU2 - Baghlah (replaces Caravel) => art by janboruta, from Oman civ
Unlocked at Compass
160 :c5production: Production cost
Has no maintenance cost
Why? Why does this unit have no maintenance cost? What design issue or historical tidbit is this referencing, and what am I meant to do with that? It's just not an interesting bonus unless it is solving some sort of acute problem.

For instance, I gave maintenance-free to a very early Nubian UU because the unit was designed for an ancient rush and gold is so tight in that era that the civ couldn't field a proper army unless they had specific starting luxuries without some sort of enabling mechanic. I see no equivalent reasoning here.
+3 % :c5science: Science and +1 :c5strength: CS in the City per excess :c5happy: Happiness in the city (caps at +15% :c5science: Science and +5 :c5strength: CS)
As others have mentioned this is absurdly OP and should not even be contemplated, as evidenced by the cap being that low.
UU1 - Guzat (replaces Heavy Skirmisher) => same art as Camel Archer
Unlocked at Currency (instead of Physics)
Doesn't require Horse
145 Production / 250 Faith
(-30 Production / -50 Faith)
5 MP / 2 Vision
17 :c5strength: CS / 15 :c5rangedstrength: RCS / 1 Range (+0 / +1 / +0)
Withdraw before melee
Skirmisher Doctrine
Can move after attacking
Attack penalty against Cities
Attack penalty against Naval Units
No Terrain Defense
Cannot attack in Melee
This is simultaneously more boring than the Camel archer we already have and way more unbalanced. An early, SR-free heavy skirmisher would be completely devastating. We have already seen what giving an early pike does to Denmark and pikes are crap. This would be bedlam.
 
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Changes:
Aplekton "normalized" as follows
-- Yield for road/railroad/trade route are now
1 food, 1 prod, 2 BGP for road connection
2 food, 2 prod, 4 BGP for railroad
1 food, 1 prod, 2 BGP for trade route, doubled in Industrial or later (as with Village)
-- no yields for city adjacency
-- no 1.5x boost from ideology tenet

Historic events
-- No mention of trade routes on the UA. Caravansary has this covered
-- since the conversion one doesn't exist I specify the same 5/10 as I proposed last round for the Fealty policy

Baglah
-- add back normal maintenance
-- give Piracy promotion (100% Gold on kill, 100% damage to cities as gold)

Dar el-Shifa
-- Removed increased food kept
-- Removed science and strength boost
-- Reverted to Food and Science conversion on Faith
The UB that actually comes after you found your late religion should have a payoff for eventually going faith

Guzat
-- Reverted tech tier
I agree the resource free, early Heavy Skirm with withdraw is too much
-- Also reverted to increased stats on that tier, 19 :c5strength: (+2) 16 :c5rangedstrength: (+2)
-- Gains "Loved Camel" promotion for ignore terrain in desert, that is lost on upgrade
-- Gains the old Hasemite Raider aoe on pillage promotion "Ghazi"
-- Loses Withdraw (in addition to Splash)
 
I'm not allowed to make counterproposals, but if I was, this is what I would do:

Spoiler Byzantium :

Byzantium
Basileuousa

Your Capital gains +1 :c5culture: Culture, :c5science: Science, and :c5gold: Gold permanently when a Historic Event occurs.​
Whenever a City converts to your Majority religion for the first time, a Historic Event is triggered.​
Cities gain 1:c5faith: Faith for every 8:c5strength: City Strength.​
Spoiler early City defense refresher :

Base city: 5 :c5strength:
Hill bonus: +2 :c5strength:
Palace: +4 :c5strength:
Wall: +6 :c5strength:
Warrior garrison: +4 :c5strength:
Spear garrison: +6 :c5strength:

Lavra - UB (Temple) - same icon as current tetraconch
+3 :c5faith: +2 :c5culture: (up from 3 faith only)​
+50% Pressure in this city (up from 25%)​
Gain 100% of the city's :c5culture: and :c5faith: output as an instant yield when a new :c5citizen:Citizen is born
1 :greatwork:GW Music slot​
-1 :c5unhappy:from religious unhappiness​
+1:c5culture: :c5gold:to Incense, Wine, and Amber​

Aplekton - UI (Fort)
Unique replacement for fort, same unlock, build prerequisite, and timing
2:c5food: 1:c5production:1:c5science: 1:c5culture:
+1 :c5production: :c5science: if adjacent to at least 1 tile owned by another player​
+50% tile defense​
Tile Cannot be stolen by Culture bombs​
Fortification​
Canal​
Chemistry: +2:c5science:
Military Science: +2:c5culture:
Electronics: +4:c5culture:
Stealth: +4:c5science:
Gains policy and building bonuses identical to base Fort (Regimental System, Military Industrial Complex, Menin Gate)​

UU1 - Tagma (Knight) - same art as existing Cataphract
CS reduced from 28:c5strength: to 27:c5strength: (+3 from base)​
:c5moves: Moves restored to 4 (same as base knight)​
give back regular city penalty (-33%)​
Remove Shock Cavalry promotion​
Add Resilience (+15 hp and +15% Defense)​
(No Defense from Terrain still removed)​

UU2 Dromon (replaces Liburna)
remove Splash I​
Greek Fire - Plague changed to deals 5 damage per turn for 2 turns (conventional DOT damage)​

Spoiler Rationale :

The historic event trigger needs a solid, early founding ability so that Byzantium can secure a religion. If it doesn't get a religion this unique HE is cooked.
  • The :c5faith:cannot simply be added onto the permanent HE yields for a few reasons:
    • There are not enough HE triggers in ancient to ensure founding. You might get 1-3 once you have entered classical; that's not enough to found with
    • The HE trigger accelerates in late game with the rate of HEs, mostly from great person births. If this gave :c5faith:faith then it would be a case of faith that is slow and then accelerates just as the rest of the faith economy plateaus. This runs counter to the faith game in general
  • The City strength to :c5faith:scaler incorporates an aspect of the game that is underexplored right now: City strength values
    • Starting capital will have 9-11 :c5strength:CS before garrison, enough for 1:c5faith: per turn on turn 0.
    • newly settled cities can secure 1:c5faith: per turn with garrisons immediately.
    • Going forward from the first turns, players will need to be mindful of their city strength stats as a core part of their faith engine, giving an economic incentive for investing in defense
    • Influences policy and wonder choices like the Fealty scaler and Himeji Castle
The HE trigger on spread sets up an interesting tension between Artistry and Fealty trees
  • Do you pick Fealty to maximize your ability to spread, and increase your faith output, or do you invest in Artistry for the policy-locked HE triggers and specialist/GP bonuses?
The Aplekton's border bonuses combine to create a unique tool for border lands.
  • Creates incentive to keep borders with enemy civs and city-states stable and within working distance of your cities
  • The additional yields for accomplishing this are fairly small, only +2, but it creates a unique incentive for setting up a militarized frontier early with your neighbours
  • Reinforces the turtling playstyle of the civ, maximizing defense
Tetraconch changes
  • Lavra is a better name in my estimation. They were actual institutions whereas tetraconch mostly refers to a floor plan.
  • Instead of the existing faith scaler, the Lavra is changed to a large amount of yields on birth. This is reminiscent of Spain's old Mission, back when it used to be a Castle UB.
  • The unique temple remains my top pick for a Byzantine component because it is unique. The Hippodrome is likely going to get stacked with the Huns' Alticur, and it isn't a particularly memorable building. Furthermore, Byzantine still needs a strong faith economy to support its UA, which this UB can provide.
Cataphract changes
  • This unit needed a modest nerf.
  • The addition of the aplekton combines well with the unit's existing ability to gain defense from tiles.
  • The name Tagma is more specifically Byzantine and emphasizes the organization and tactics of the unit over the equipment
  • The combination of rough terrain defense bonuses and shock cavalry created a complicated network of interlocking % bonuses in conflicting terrain. The unit's various bonuses appeared schizophrenic
Dromon changes
  • As Azum4roll pointed out, the splash is not doing much for this unit
  • The original design was for the unit to inflict a damage over time plague to any unit hit by the Dromon. Such a bonus would be much easier to understand than the other options, but it would require new code.

Spoiler Arabia :

Arabia
UA: Seal of the Prophets

Can always found a religion​
Can always pick any belief and has 1 additional belief slot.​
-15% :c5faith:Faith purchase costs.​
Great people :c5faith:Faith purchases are available immediately​

UB1: Bazaar (Market)
Unlocked at Trade
Standard cost
+3 :c5gold:Gold, +1 :c5science:Science, +1 :c5culture: Culture
+1 :c5faith: Faith and +1 :c5gold: Gold per 4 :c5citizen: population
+1 :c5gold: Gold to International trade routes to and from this city,​
+100% Pressure towards Cities connected by a :trade: Trade Route
1 Merchant specialist​
Standard bonus yields to Spice and Sugar​

UB2: Dar Al-Shifa (Grocer)
Unlocked at Chemistry
standard costs
+4:c5science: Science, +2:c5faith: Faith
+1 :c5happy:Happiness​
+1 :c5food: Food per 5 :c5citizen: Citizens in the City​
10% of :c5science: Science in the city is converted to :c5food:Food each turn
15% :c5food:Food carried over when a new :c5citizen: Citizen is born in the City​
Land Units in this City heal 5 hp per turn whatever their action.
15% of :c5faith: Faith Purchases in city converted to :c5science: Science and :c5food: Food
-1 :c5unhappy: Unhappiness from Poverty​

UU1: Camel Archer (Heavy Skirmisher)
Remove "Splash I"​
remove "withdraw from combat"​
Add "Loved Camel" - Ignores movement costs in Desert (lost on upgrade)​
Add "Ghazi" - 15 AOE damage when pillaging a tile​

UU2 - Baghlah (Frigate)
Unlocks at Navigation
Standard costs
27 :c5strength: (+2) 36 :c5rangedstrength: (+1)​
5 :c5moves: (+1), 2 Range​
Envelopment

Spoiler Rationale :

UA
  • Nothing to say, this is Byzantium's existing UA with no alterations
Bazaar changes
  • This proposal moves the existing tetraconch bonus of scaling :c5faith: from population onto the bazaar.
  • I feel this is necessary, and that other proposals have missed the mark here, because current Byzantium relies on the UB's strong faith generation in order to make the UA relevant. Byzantium's existing UA cannot be transplanted to another civ without a dependable faith engine and be expected to work. I'm sure the historicity will take a hit or whatever, but the other proposals are sacrificing playability for authenticity, and that's not a good trade.
Dar Al-Shifa
  • I like this move to grocer; this unstacks Arabia from Korea's Seowon and onto its own UB (as long as we manage to axe the Austrian Coffeehouse)
  • The Yields on faith purchase was originally conceived and designed for Arabia. I'm attached to it for various reasons, and it's just a damn good bonus. It makes even more sense for Arabia with this new UA than it did previously
  • The previously stated abilities for the Dar Al-shifa were all over the place; these abilities are alraedy coded and ready to go, and they give the UB a strong identity while still being unique and accessible
Baghlah
  • There are a 2 versions of the Baghlah proposal out now, and I prefer @azum4roll 's. I agree that the frigate matches the timing better. Furthermore, we have quite a few Caravels and not nearly as many unique frigates
Camel Archer
  • The abilities moved onto the Camel Archer are originally designed for the Hashemite Raider, which has been axed from these proposals for the Baghlah
  • The AOE on pillage was conceived and designed for Arabia first, long before Denmark had it. It is a more unique bonus than the splash damage.
  • The Movement in desert bonus is because the unit is a camel. It is a comparable bonus to the feared elephant promotion that all elephant units get. It makes sense, and also is way less annoying than withdraw from melee attack.
 
MAGI:
This needs
A trait column for
Converting a City to your main Religion for the first time triggers an :tourism: Historic Event.
A building column for
Whenever a new :c5happy: WLTKD is triggered in the City, a :tourism: Historic Event is triggered
And an improvement column to do
Aplekton and your owned tiles adjacent to them cannot be claimed by rival culture bombs (no protection if pillaged)
 
We still need the strength of the Historic Events.
 
@azum4roll
These are the current "divisors" inc CvPlayer?
Spoiler :

1721492638540.png

And then the "strength" is the one in the database entries? So 10 for a Caravansary event, for example.

I'm thinking for Conversion
Strength of 10 and a divisor of 15 (this will stop working as the game goes on and you run out of cities)
And for WLTKD
Strength of 3 with a divisor of 10 (like an Artistry dig bonus -- smallish)
 
Strength of 10 and a divisor of 15 (this will stop working as the game goes on and you run out of cities)
This is quite strong though, equaling trade route completion with Caravansary/Harbor.

I really prefer the UA to just be
When you complete a :tourism: Historic Event or convert a City to your Religion for the first time, gain +1 :c5science: Science, :c5culture: Culture and :c5gold: Gold in the :c5capital: Capital.

And even then it relies on luck to have big non-founding neighbours that you can spread to.

The WLTKD one is actually less frequently triggered (every 20 turns).
 
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