Motivation:
Ethiopia is a really interesting Progress Civ that can perform some unique tech plays with their UA, catapulting to unusually fast unlock times if planned correctly.
Managing your
Faith,
Culture, and
Science rates early to ensure the slingshot lines up correctly is very satisfying "skill expression" unique to Ethiopia.
They can also generate more
Faith than most other Civs, which unlocks some strategies that are otherwise quite hard to pull off.
I have two problems that I think once addressed will solidify the design and create a really polished Civ.
1.
The Monolithic Church has no Techs that increase its yields, instead having a unique system of policy and religion triggers instead -- this works really nicely with the UA because it gives you more freedom than you would have if there was an important yield boost at, say, Chemistry, which would fix your tech path.
However, the bonuses are a bit strange because the Church unlocks at Theology. By then, you will have almost certainly have:
Founded a Pantheon, Founded a Religion, Finished an Ancient Tree
with the Enhance and Reform triggers probably not too far off!
It is in principle possible to get to Theology a bit faster by using your UA, but I feel this a) doesn't compete with other options and b) goes against the spirit of the UA having this flexibility.
If the Church unlocked earlier, you would get to actually see the yields increase with the triggers.
You could also make them before other improvements have occupied their tiles, reducing some awkwardness with choosing where to improve (knowing Worker turns might be being wasted)
This would make Ethiopia feel more complete and natural to play.
2.
The Stele is a Monument replacement that lets you delay the Shrine (or double up on early Faith!)
It also has a weird +25%
Faith during
Golden Ages, which is good for the kit but strange on a Monument. Most of the power of this effect comes later in the game.
Logically, it should be on the UA since there are basically no situations you get a
Golden Age and a City (generating any amount of
Faith) doesn't already have a Monument!
Without this effect the Stele looks a bit anemic. To round it out, I experimented with several bonuses and arrived
GAP from Tech unlock. This gives you some source of
GAP to activate that UA that otherwise you are waiting a long time to see.
This also introduces an element of wide scaling that has also been introduced by having a UI, and has synergy with certain Religious Beliefs, creating more "hooks" to interact with in choosing how to play your version of Ethiopia.
(overall, this is a straightforward buff)
Proposal:
Implementation Notes:
This uses only existing database code.
Can be played here.
Ethiopia is a really interesting Progress Civ that can perform some unique tech plays with their UA, catapulting to unusually fast unlock times if planned correctly.
Managing your
Faith,
Culture, and
Science rates early to ensure the slingshot lines up correctly is very satisfying "skill expression" unique to Ethiopia.They can also generate more
Faith than most other Civs, which unlocks some strategies that are otherwise quite hard to pull off.I have two problems that I think once addressed will solidify the design and create a really polished Civ.
1.
The Monolithic Church has no Techs that increase its yields, instead having a unique system of policy and religion triggers instead -- this works really nicely with the UA because it gives you more freedom than you would have if there was an important yield boost at, say, Chemistry, which would fix your tech path.
However, the bonuses are a bit strange because the Church unlocks at Theology. By then, you will have almost certainly have:
Founded a Pantheon, Founded a Religion, Finished an Ancient Tree
with the Enhance and Reform triggers probably not too far off!
It is in principle possible to get to Theology a bit faster by using your UA, but I feel this a) doesn't compete with other options and b) goes against the spirit of the UA having this flexibility.
If the Church unlocked earlier, you would get to actually see the yields increase with the triggers.
You could also make them before other improvements have occupied their tiles, reducing some awkwardness with choosing where to improve (knowing Worker turns might be being wasted)
This would make Ethiopia feel more complete and natural to play.
2.
The Stele is a Monument replacement that lets you delay the Shrine (or double up on early Faith!)
It also has a weird +25%
Faith during
Golden Ages, which is good for the kit but strange on a Monument. Most of the power of this effect comes later in the game.Logically, it should be on the UA since there are basically no situations you get a
Golden Age and a City (generating any amount of
Faith) doesn't already have a Monument!Without this effect the Stele looks a bit anemic. To round it out, I experimented with several bonuses and arrived
GAP from Tech unlock. This gives you some source of
GAP to activate that UA that otherwise you are waiting a long time to see.This also introduces an element of wide scaling that has also been introduced by having a UI, and has synergy with certain Religious Beliefs, creating more "hooks" to interact with in choosing how to play your version of Ethiopia.
(overall, this is a straightforward buff)
Proposal:
- Monolithic Church changed as follows
- Unlocks at Mining (was Theology)
- 600 build time (from 900)
+1+1
Production and
Faith
Delayed to Founding- +2
Culture (from +1) for every Ancient Era policy tree completed - +2
Science (from +1 Faith) for every Medieval Era policy tree completed - +2
Faith (from +1 Science) for every Industrial Era policy tree completed - +2
Gold for adopting an Ideology - +1
Faith for every Pantheon belief - +1
Production +1for every Founder belief
Culture
Culture moved to the Ancient completion - +1
Production for every Follower belief - +1
Culture for every Enhancer belief - +1
Gold for Reformation belief
- +25%
Faith during
Golden Ages moved from the UB to the UA - UB generates 5
Golden Age Points when you unlock a Tech, scaling with Era.
Tested at 10 and that was too high.
Implementation Notes:
This uses only existing database code.
Can be played here.
Last edited by a moderator: