A new idea for caravan unit

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.
 
Transferring food would be great as well. Allow those insane seafood cities to give a helping hand to a slow growing all-grassland cottage city. Realistic of helpful there...

Though transferring hammers wouldn't be too much fun without access to boosting wonders. Of course it'd need some heavy restrictions though.
 
It shouldn't be able to double hammer production. Can you imagine how broken that would be late-game? Lets say the Caravan costs 150 :hammers:.

City A builds a Caravan for 150 :hammers:
City A sends Caravan to city B.
City B's production jumps up from 52 :hammers: to 104 :hammers:

Instead, it should be something like a Great Engineer, but greatly reduced. Once again, lets say it costs 150 :hammers:.

City A builds a Caravan for 150 :hammers:
City A sends Caravan to city B.
City B gets an extra 120 :hammers: on whatever it is currently building.
 
It shouldn't be able to double hammer production. Can you imagine how broken that would be late-game? Lets say the Caravan costs 150 :hammers:.

City A builds a Caravan for 150 :hammers:
City A sends Caravan to city B.
City B's production jumps up from 52 :hammers: to 104 :hammers:

Instead, it should be something like a Great Engineer, but greatly reduced. Once again, lets say it costs 150 :hammers:.

City A builds a Caravan for 150 :hammers:
City A sends Caravan to city B.
City B gets an extra 120 :hammers: on whatever it is currently building.

So basically, it would be like building a unit in city A and disbanding it in city B, which is a major part of getting late-game founded cities up and running in Civ II and III, but with a better return on your initial production ?

I can sort of see the point, but I'm not sure a specific unit feels right as the way to do this, rather than, say, an improvement that lets you get better return on shields* for disbanding any unit, or a wonder that has that effect. And I certainly don't think that fencing it around with limits like only three at a time, or not allowing it to work with wonders, is a good plan; if the things aren't useful what's the point in having them ? Caravans for productivity are very powerful in Civ II, but the balance problem there is just that the AI has not figured that out.

*Pango delenda est. Shields forever.
 
New cities have indeed a head start, provided we have the ressources or hereditary rules to keep the people happy. And granaries speeds up this start.

There are far better ways to get this. How about an advanced Settler unit, which costs a little more to build and upon founding, will have some buildings prebuilt, or comes with additional population, or moves population? No need to have a Settler AND a Caravan.
 
Maybe 'Colonial Governer' Unit after Compass and Optics. More than settler. 2 Pop and forge or harbor at founding.
 
There are far better ways to get this. How about an advanced Settler unit, which costs a little more to build and upon founding, will have some buildings prebuilt, or comes with additional population, or moves population? No need to have a Settler AND a Caravan.

I think they do different things, though. Newly founded cities are not the only place one might ever want to pump growth in.

I like advanced Settler types, definitely, I just do not think there's not a need for caravans as well.
 
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