Motivation:
As @Chinag noted in the other Mongolia thread,
I would like to represent the more domestic nomadic relationship with horses, and also throat singing. I would also like to reduce the repetition of the tent (Ger, Ordo, Yassa icon even)
Proposal:
Implementation notes:
I didn't do this in my playtest version but I would use the Building_YieldPerXTerrainTimes100 table for the Plains/Grassland part too because it will let you see, with the new automatic tooltip, what sort of yields to expect in each city at a glance. Could be very helpful and save a lot of time!
References:
This is not a counterproposal to this
but they would have to be voted on together.
If they both pass, the Tribute mechanic on the UA is removed rather than rebalanced
As @Chinag noted in the other Mongolia thread,
This is Japan More-Sword syndrome, but for Mongolia. This is a mighty culture stretching back a thousand years and before to the early nomadic peoples of the eastern steppes. It feels a shame to condense them into the Mongol Terror, to me. Though, clearly, the design should still be synergistic around domination since this is a game after all! That's the tricky balance to be struck.Everything in their kit is pure Authority it feels like. Good reflection of the Mongol's rapid expansion, but none of their cultural impact on the world.
I would like to represent the more domestic nomadic relationship with horses, and also throat singing. I would also like to reduce the repetition of the tent (Ger, Ordo, Yassa icon even)
Proposal:
- UA:
- No longer receives extra Yields from Tribute
As discussed, there is also an issue here with very early Faith makes them a Religious civ - Gain +1 Food, Culture, Border Growth, and GG Point from Horses, Stables, and Agribusinesses
The extra buildings are like a weak "era scaling" for the effect - Name changed to "Khiimori", which means Wind Horse: an east Asian concept equivalent to the soul
- No longer receives extra Yields from Tribute
- UB: Ger replaced (reimagined) as the Tuvan Ail
icon by me- Replaces the Musicians' Guild (so limit 3)
- +2 Food, Culture, Border Growth, and GG Points from Musicians and Pastures in the City
- +3 Culture, Faith, and Tourism for every Mountain within the workable tiles
- +1 Food and Tourism to nearby Grassland
- +1 Production and Faith to nearby Plains
"Acquire" the perfect terrain to leverage this unique building's power bonuses!
Implementation notes:
I didn't do this in my playtest version but I would use the Building_YieldPerXTerrainTimes100 table for the Plains/Grassland part too because it will let you see, with the new automatic tooltip, what sort of yields to expect in each city at a glance. Could be very helpful and save a lot of time!
References:
This is not a counterproposal to this
Motivation
Mongols are probably the strongest civ when played by humans (the AI is terrible as they don't know to focus on building skirmishers) and their UA with double attack skirmishers is particularly problematic especially when combined with Ordos full movement restore. It allows them to do an incredible amount of damage while often not being exposed to any significant counter attack. The tribute portion of their UA is also very strong and generates Food/Culture/Faith which don't really seem that aligned with how Mongolia is meant to be played early game.
Approach:
Mongols are probably the strongest civ when played by humans (the AI is terrible as they don't know to focus on building skirmishers) and their UA with double attack skirmishers is particularly problematic especially when combined with Ordos full movement restore. It allows them to do an incredible amount of damage while often not being exposed to any significant counter attack. The tribute portion of their UA is also very strong and generates Food/Culture/Faith which don't really seem that aligned with how Mongolia is meant to be played early game.
Approach:
- ...
- redrum68
- Replies: 28
- Forum: Failed Proposals
If they both pass, the Tribute mechanic on the UA is removed rather than rebalanced