Motivation
Rome's City State UA bonuses are very map dependent and causes lots of issues around either a crazy snowballing Rome or a Rome that gets almost no bonus from them. Fornix then doubles down on this to just either make the snowball even stronger or you get little from it. I don't think these problems are easy to address so I think taking Rome in a bit different direction is a better solution.
This proposal focuses more on road building (or city connections) and have no explicit benefits from waging wars (though more roads definitely help).
Current Rome (changed components only)
UA - The Glory of Rome
+30%
Combat Strength against
City-States. Conquered City-States provide Yields,
Happiness and Unit Gifts as if they were Allies. +15%
Production towards Buildings present in
Capital.
UNW - Fornix
Roman Unique Heroic Epic
----------------
Cost: 60
Destroyed on Conquest
----------------
Culture: +2
Tourism: +2
Great Work of Writing slots: 1
Local Effects:
• +10% Military Supply from Population
• +1
+1
to Aqueduct
• On Completion: +10 Turns of
"We Love the King Day"
• On Completion: 1 Great Writer appears in or near City
• Free Morale Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +1
+1
to Aqueduct in all Cities
----------------
Required Buildings: Barracks
Prerequisite Technologies: Iron Working
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1
Happiness
• Eliminating a Player: May build 1 more of this Building
Proposal
UA - All Roads Lead to Rome
+25%
Production towards Buildings present in
Capital. +2
Gold, +1
Culture, and +1
Tourism in
Capital for every City
Connected to and within 8 tiles of an owned City by land, scaling with Era.
Details:
Roman Unique Heroic Epic
----------------
Cost: 60
Destroyed on Conquest
----------------
Culture: +2
Tourism: +2
Great Work of Writing slots: 1
Local Effects:
• +10% Military Supply from Population
• On Completion: +10 Turns of
"We Love the King Day"
• On Completion: 1 Great Writer appears in or near City
• Free Triumph Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +1
to City Connection tiles in all Cities
• +1
+1
to Aqueduct in all Cities
----------------
Required Buildings: Barracks
Prerequisite Technologies: Iron Working
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1
Happiness
Details:
Triumph Promotion:
currently unused icon: PROMOTION_ATLAS_VP_04 index 20
Implementation
UA yields are given through a new table Trait_YieldChangeFromLandConnectedCities (TraitType, YieldType, Yield).
Yields are updated every turn, and IsPlotConnectedToPlot() can be used to check whether each city on the map is connected to any owned city, after checking if the city is within 8 tiles with plotDistance() (much faster check than connection).
UB yields on city connection require a new table Building_CityConnectionYieldChanges (BuildingType, YieldType, Yield).
There's already the CvPlot::IsCityConnection() function to check whether a tile is a city connection tile.
References
Counterproposal to:
Proposal:
Justification:
UA change:
Related to:
Updates
1. Added a distance cap from the nearest owned city to UA.
2. Reworded the UA a bit to be more precise. Simplified the implementation.
Rome's City State UA bonuses are very map dependent and causes lots of issues around either a crazy snowballing Rome or a Rome that gets almost no bonus from them. Fornix then doubles down on this to just either make the snowball even stronger or you get little from it. I don't think these problems are easy to address so I think taking Rome in a bit different direction is a better solution.
This proposal focuses more on road building (or city connections) and have no explicit benefits from waging wars (though more roads definitely help).
Current Rome (changed components only)
UA - The Glory of Rome
+30%
Combat Strength against
City-States. Conquered City-States provide Yields,
Happiness and Unit Gifts as if they were Allies. +15%
Production towards Buildings present in
Capital.UNW - Fornix
Roman Unique Heroic Epic
----------------
Cost: 60

Destroyed on Conquest
----------------
Culture: +2
Tourism: +2Great Work of Writing slots: 1
Local Effects:
• +10% Military Supply from Population
• +1
+1
to Aqueduct• On Completion: +10 Turns of
"We Love the King Day"• On Completion: 1 Great Writer appears in or near City
• Free Morale Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +1
+1
to Aqueduct in all Cities----------------
Required Buildings: Barracks
Prerequisite Technologies: Iron Working
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1
Happiness• Eliminating a Player: May build 1 more of this Building
Proposal
UA - All Roads Lead to Rome
+25%
Production towards Buildings present in
Capital. +2
Gold, +1
Culture, and +1
Tourism in
Capital for every City
Connected to and within 8 tiles of an owned City by land, scaling with Era.Details:
- Land city connection includes river connection, and ignores borders.
- This includes both owned cities and foreign cities. It's easy to connect to City-States, but you may have to conquer foreign cities or capitalize on their rivers/lakes and existing roads.
- One Roman city on an island doesn't give any yields, but two on the same island connected by roads will count as +2.
- The distance cap is here to keep the yield numbers in check. Otherwise you'll connect to entire empires instead of just one layer of foreign cities as intended.
- All yields go to Rome. This fits a lot with Tradition, while satellites can alleviate the usual lack of production with the building production bonus and production from Fornix (see below).
- Building roads everywhere has a hidden effect of amplifying religious pressure to/from your cities. If you happen to found, spreading should be less of an issue.
Roman Unique Heroic Epic
----------------
Cost: 60

Destroyed on Conquest
----------------
Culture: +2
Tourism: +2Great Work of Writing slots: 1
Local Effects:
• +10% Military Supply from Population
• On Completion: +10 Turns of
"We Love the King Day"• On Completion: 1 Great Writer appears in or near City
• Free Triumph Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +1
to City Connection tiles in all Cities• +1
+1
to Aqueduct in all Cities----------------
Required Buildings: Barracks
Prerequisite Technologies: Iron Working
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1
HappinessDetails:
- +1
Production on City Connection tiles parallels Tabya on placing small yields on a vast amount of owned tiles that are usually worked.- This also encourages building shortcut roads between cities, as the shortest path between any pair of owned cities counts as City Connection.
- Just spam roads with your Legions while you're not at war.
Triumph Promotion:
- +15%
(up from +10% of Morale) - Gain 50% of the
Combat Strength of defeated Enemy Units as Great General Points
This in turn helps Rome gain more Great Generals which synergizes with the 2 UUs
Implementation
UA yields are given through a new table Trait_YieldChangeFromLandConnectedCities (TraitType, YieldType, Yield).
Yields are updated every turn, and IsPlotConnectedToPlot() can be used to check whether each city on the map is connected to any owned city, after checking if the city is within 8 tiles with plotDistance() (much faster check than connection).
UB yields on city connection require a new table Building_CityConnectionYieldChanges (BuildingType, YieldType, Yield).
There's already the CvPlot::IsCityConnection() function to check whether a tile is a city connection tile.
References
Counterproposal to:
Spoiler Full Roman 4UC kit :
Proposal:
- Increase Roman Building production bonus from 15% to 25%
- Change the additional Fornix build trigger from "eliminating a player" to "winning a war".
- Great Writer only appears on the first Fornix constructed (the free, unconditional one)
- Fornix Do not give the Morale promotion. Instead they give the Triumph promotion
- Triumph - Given to all military units trained in this city. +15%
CS; 50% of the killed unit's CS is given as
GGeneral points.
- Triumph - Given to all military units trained in this city. +15%
Justification:
UA change:
- The roman construction bonus is...
- pineappledan
- Replies: 23
- Forum: Failed Proposals
Motivation
Rome's City State UA bonuses are very map dependent and causes lots of issues around either a crazy snowballing Rome or a Rome that gets almost no bonus from them. Fornix then doubles down on this to just either make the snowball even stronger or you get little from it. I don't think these problems are easy to address so I think taking Rome in a bit different direction is a better solution.
So we instead revive the old Colosseum (because it's so iconic!) and move the UA towards a focus on city connections which synergizes with Legions road building ability. Also bump the...
Rome's City State UA bonuses are very map dependent and causes lots of issues around either a crazy snowballing Rome or a Rome that gets almost no bonus from them. Fornix then doubles down on this to just either make the snowball even stronger or you get little from it. I don't think these problems are easy to address so I think taking Rome in a bit different direction is a better solution.
So we instead revive the old Colosseum (because it's so iconic!) and move the UA towards a focus on city connections which synergizes with Legions road building ability. Also bump the...
- redrum68
- Replies: 53
- Forum: Failed Proposals
Motivation:
Pdan and Redrum have made proposals to change Rome, and I like parts of both.
So, I have synthesized a combination proposal.
To explain my thinking:
Pdan and Redrum have made proposals to change Rome, and I like parts of both.
So, I have synthesized a combination proposal.
To explain my thinking:
- The UA: I don't rate the CS conquest part. I'm not convinced such a heavy bonus to CS conquest should even exist, because of its implications for other players that have bonuses to diplo. The old annex abilities were removed, and this is like a lite version of that.
Finally, the variance on neighboring city-states is quite high in many mapscripts (more reliable on pangaea or oval, whilst others put them in remote...
- hokath
- Replies: 25
- Forum: Failed Proposals
Related to:
Motivation
Rome's UUs currently come around the same time giving them a huge but very short power spike which is also iron dependent. If we move Ballista to replace Trebuchet instead that expands their window of opportunity and also gives more time to get iron for Legions that can upgrade to Longswords.
Proposal Summary
Rome's UUs currently come around the same time giving them a huge but very short power spike which is also iron dependent. If we move Ballista to replace Trebuchet instead that expands their window of opportunity and also gives more time to get iron for Legions that can upgrade to Longswords.
Proposal Summary
- Move Ballista to replace Trebuchet rather than Catapult (spaces out Rome's UU a bit more and gives the a bigger window of opportunity for early aggression)
- CS increased from 8 to 12 (+4 more than Trebuchet)
- RCS increased from 14 to...
- redrum68
- Replies: 15
- Forum: Failed Proposals
Updates
1. Added a distance cap from the nearest owned city to UA.
2. Reworded the UA a bit to be more precise. Simplified the implementation.
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