stormfallen
Warlord
- Joined
- Mar 24, 2013
- Messages
- 171
Motivation: As we're learning for the millionth time, common instant yield effects that scale both per city and per era are kinda busted. But on the flipside, Germany's early game is kinda ass until they reach their broken UBs (don't think I've forgotten about you, Hanse). Adding some extra efficiency to the UA shores them up a little bit.
Yes I know the instant scaling Gold from Policies is still there, but gaining a new Policy is fairly uncommon and Gold is a weaker yield.
TL;DR: Have the UA's cost decrease also apply to Workers and Work Boats, remove era scaling from Brewhouse's instant Culture from CS gifts but increase the base Culture from 10 to 15.
Current UA: Gain +1
Influence per turn with City-States for each gifted Unit (lost when killed). -15%
Production and
Gold costs for Military Units.
Current Brewhouse (differences from Windmill underlined):
Proposed UA (differences from current bolded): Gain +1
Influence per turn with City-States for each gifted Unit (lost when killed). -15%
Production and
Gold costs for Military Units, Workers, and Work Boats.
Proposed Brewhouse (differences from Windmill underlined, differences from current bolded orstruckthrough):
Yes I know the instant scaling Gold from Policies is still there, but gaining a new Policy is fairly uncommon and Gold is a weaker yield.
TL;DR: Have the UA's cost decrease also apply to Workers and Work Boats, remove era scaling from Brewhouse's instant Culture from CS gifts but increase the base Culture from 10 to 15.
Current UA: Gain +1
Influence per turn with City-States for each gifted Unit (lost when killed). -15%
Production and
Gold costs for Military Units.Current Brewhouse (differences from Windmill underlined):
- Cost: 600

Maintenance: 4- ----------------
Production: +3
Culture: +3
Engineer Slots: 1- Local Effects:
- +15%
Production for Non-Wonder Buildings - +1
Food +1
Culture to Granary - +1
Food +1
Culture to Grocer - +2
Production +2
Gold to Marsh - +1
Food +1
Culture to Wheat - +1
Food +1
Culture to Maize - +1
Food +1
Culture to Rice - +2
Production +2
Gold to Lake Tiles - When adopting a Policy: +10
Gold, scaling with Era - When a Unit is gifted to a City-State: +10
Culture, scaling with Era
- +15%
- Empire-Wide Effects:
- +1/9
Happiness in
Capital for every Policy adopted
- +1/9
- ----------------
- Prerequisite Technologies: Economics
- ----------------
- List of possible boosts to this Building:
- Division of Labor: +3%
Production +3%
Gold
- Division of Labor: +3%
Proposed UA (differences from current bolded): Gain +1
Proposed Brewhouse (differences from Windmill underlined, differences from current bolded or
- Cost: 600
- Maintenance: 4
- ----------------
- Production: +3
- Culture: +3
- Engineer Slots: 1
- Local Effects:
- +15% Production for Non-Wonder Buildings
- +1 Food +1
Culture to Granary
- +1 Food +1
Culture to Grocer
- +2 Production +2
Gold to Marsh
- +1 Food +1
Culture to Wheat
- +1 Food +1
Culture to Maize
- +1 Food +1
Culture to Rice
- +2 Production +2
Gold to Lake Tiles
- When adopting a Policy: +10 Gold, scaling with Era
- When a Unit is gifted to a City-State: +15 Culture
,scaling with Era
- +15%
- Empire-Wide Effects:
- +1/9 Happiness in
Capital for every Policy adopted
- +1/9
- ----------------
- Prerequisite Technologies: Economics
- ----------------
- List of possible boosts to this Building:
- Division of Labor: +3% Production +3%
Gold
- Division of Labor: +3%