After some discussions on Discord, I attempted to capture those changes into a proposal. So far there has not been any dissenting comments in Discord. I am not moving that proposal here for a further round of review using the same was/is notation for changes.
Rationale: Some AR rewards are too powerful at the times they are given. These changes attempt to prevent ARs from being too powerful while also leveling the playing field between rewards, providing better design flexibility/options. Percent increases for AR rewards now more valuable as they apply to more rewards. Also, many of the text descriptors for rewards reference a "tribe". Is the Ancient Ruin an actual, old ruin? Or is it discovery of a tribe of people at the AR site? Need to clarify the wording there.
When collecting Ancient Ruins, one of the following rewards is randomly given (or selected, if Shoshone)
When collecting Ancient Ruins, Recon units will receive a small amount of unit XP and one of the following rewards is randomly given (or selected, if Shoshone)
- Free worker but it has prisoner of war promotion. Prevents it from being too strong early on.
- Reveal some resources in your vicinity that are locked behind a tech. Obviously not Uranium or Coal. It allows you to slightly beef up tile yields and give you a better idea of where to send the next Settler.
- Increase the influence of the nearest city-state. I don't know what the explanation would be though.
- Reveal nearby barbarian encampments and ruins. Replace this with the current map reveal in such a way it reduces the free exp given to the pathfinder or just doesn't give it at all, but in exchange you know what areas to avoid and what ruins to grab more effectively.
- Free luxury resource in a similar manner to what expending a Great Admiral does.
- Unique promotion similar in function to Treasure Hunter for non-recon units. +1 movement and improved ruins rewards for a warrior wouldn't be too strong I think.
If it is feasible, consider moving rewards moved to Capital instead of closest city, as that's where major, ancient discoveries likely would be taken. Could make Capital focused strategies too strong, but could also be a balance point.
Rationale: Some AR rewards are too powerful at the times they are given. These changes attempt to prevent ARs from being too powerful while also leveling the playing field between rewards, providing better design flexibility/options. Percent increases for AR rewards now more valuable as they apply to more rewards. Also, many of the text descriptors for rewards reference a "tribe". Is the Ancient Ruin an actual, old ruin? Or is it discovery of a tribe of people at the AR site? Need to clarify the wording there.
Spoiler Current AR Reward :
When collecting Ancient Ruins, one of the following rewards is randomly given (or selected, if Shoshone)
- Convince the remaining population to join one of your cities: +1 Population in nearest city
- Use this contact with the lost tribe to enhance your Culture: +X Culture Points in nearest city
- Trade with the lost tribe for Gold: +X amount of Gold
- Study their tools to discover a new technology: +1 Free technology
- Supplies for Production in your nearest City: +X Production in nearest city
- A tribe that gives you land around your nearest City: +X number of free tiles in nearest city
- Use equipment around the tribe to upgrade your unit: Unit Promotion (Pathfinder to Scout)
- (unsure of trigger condition) Relics for Golden Age Points: +X Golden Age Points
- (unsure of trigger condition) Discover experience: +X amount of unit XP
- (unsure of trigger condition) Discover a map: X number of nearby tiles revealed
- (unsure of trigger condition) Study the lost tribe's religion: +X Faith Points
- (only given on easier difficulties, per the Civilopdeia) Survivors: +1 free Worker or Settler
Spoiler Proposed AR Rewards :
When collecting Ancient Ruins, Recon units will receive a small amount of unit XP and one of the following rewards is randomly given (or selected, if Shoshone)
- Learn about new, edible foods: +X amount of Food
- (Wording change only) Discover unique cultural artifacts: +X Culture Points
- (Wording change only) Find buried treasure: +X amount of Gold
- Study tools to discover new technologies: +X Science Points
- (Unchanged) Supplies for Production in your nearest City: +X Production
- (Removed)
A tribe that gives you land around your nearest City: +X number of free tiles(A worse version of gaining Culture Points that may impact natural Border Growth) - (Removed)
Use equipment around the tribe to upgrade your unit: Unit Promotion(Promotes Pathfinder to Scout, etc., too strong) - (Removed)
(unsure of trigger condition) Discover experience: +X amount of unit XP(XP amount reduced and moved to always being rewarded upon AR collection) - (Wording change only) (unsure of trigger condition) Discover relics for Golden Age Points: +X Golden Age Points (Need to clarify trigger condition)
- (Slight possible change) (unsure of trigger condition) Discover a map: X number of nearby tiles revealed (if this does not currently reward Recon unit XP for tiles revealed, then also provide bonus XP to Recon unit)
- (Wording change only) (unsure of trigger condition) Study ruins of religious artifacts: +X Faith Points (Need to clarify trigger condition, need to add info to Civilopedia)
- (Unchanged or Removed) (only given on easier difficulties, per the Civilopdeia) Survivors: +1 free Worker or Settler (Need consensus on keeping unchanged or removing)
Spoiler Additional Reward Ideas (credit to SolutionIt) :
- Free worker but it has prisoner of war promotion. Prevents it from being too strong early on.
- Reveal some resources in your vicinity that are locked behind a tech. Obviously not Uranium or Coal. It allows you to slightly beef up tile yields and give you a better idea of where to send the next Settler.
- Increase the influence of the nearest city-state. I don't know what the explanation would be though.
- Reveal nearby barbarian encampments and ruins. Replace this with the current map reveal in such a way it reduces the free exp given to the pathfinder or just doesn't give it at all, but in exchange you know what areas to avoid and what ruins to grab more effectively.
- Free luxury resource in a similar manner to what expending a Great Admiral does.
- Unique promotion similar in function to Treasure Hunter for non-recon units. +1 movement and improved ruins rewards for a warrior wouldn't be too strong I think.
Spoiler Moving AR Rewards :
If it is feasible, consider moving rewards moved to Capital instead of closest city, as that's where major, ancient discoveries likely would be taken. Could make Capital focused strategies too strong, but could also be a balance point.
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