ShadowWarrior
Prince
- Joined
- Jun 7, 2001
- Messages
- 411
I propose a new type of caravan unit which can be used to double a city's hammer production for only one building project.
For example, City B is currently building a temple, and has a hammer production of 4. City A builds a caravan and send it to City B, and causes City B's hammer production to increase to 8 per turn. But as soon as the temple has been built, the city hammer production will go back to 4.
Only one caravan unit can be used for any building project. In the above example, City B can not receive another caravan unit for its temple building. But once the temple is built, and City B goes to work on a library, City B will be able to receive another new caravan unit. This is the first defense against abuse of this caravan unit.
Second, like missionaries, only 3 caravan units can be used at any time. Lets say that my empire has five cities, three of which are currently building city improvements that has gotten production bonus from caravan. None of my cities can produce another caravan unit until at least one of the three cities that received the caravan has completed the construction. This is the second defense against abuse.
Third, caravan comes with guild technology. Players won't be able to use this unit until well into the middle of the game. That's the third defense against abuse.
Fourth, caravan units only works on building city improvements. It can't work for wonders or military units.
Lastly, caravan units can double the production hammers of city improvements that are two ages behind the current age. For example, an industrial age civilization can use caravan to boost production of a temple, which is an ancient age building. But an ancient age civilization can't use caravan to build a temple. In fact, an ancient age can't use caravan for anything at all. The only time when a civilization can begin using caravan unit is renaissance age. At renaissance age, caravan can only improve the building rate of ancient age buildings, but not middle age buildings.
For example, City B is currently building a temple, and has a hammer production of 4. City A builds a caravan and send it to City B, and causes City B's hammer production to increase to 8 per turn. But as soon as the temple has been built, the city hammer production will go back to 4.
Only one caravan unit can be used for any building project. In the above example, City B can not receive another caravan unit for its temple building. But once the temple is built, and City B goes to work on a library, City B will be able to receive another new caravan unit. This is the first defense against abuse of this caravan unit.
Second, like missionaries, only 3 caravan units can be used at any time. Lets say that my empire has five cities, three of which are currently building city improvements that has gotten production bonus from caravan. None of my cities can produce another caravan unit until at least one of the three cities that received the caravan has completed the construction. This is the second defense against abuse.
Third, caravan comes with guild technology. Players won't be able to use this unit until well into the middle of the game. That's the third defense against abuse.
Fourth, caravan units only works on building city improvements. It can't work for wonders or military units.
Lastly, caravan units can double the production hammers of city improvements that are two ages behind the current age. For example, an industrial age civilization can use caravan to boost production of a temple, which is an ancient age building. But an ancient age civilization can't use caravan to build a temple. In fact, an ancient age can't use caravan for anything at all. The only time when a civilization can begin using caravan unit is renaissance age. At renaissance age, caravan can only improve the building rate of ancient age buildings, but not middle age buildings.