Carthage

Would you rather remove lighthouses or gold from Carthage? Or maybe reduce gold? And would you give that to some other civ, and if so, which?
I don't know exactly, this might be the kind of change the mod is no longer intended to make. But Carthage has either been too strong or been flirting with being too strong every patch. I think you could leave the gold on just the capital, maybe increase it a bit more, and that would resolve things. When settlers cost 108 hammer but produce 175 gold they are really overpowered. The AI doesn't know to do this, I usually research pottery then build like 5 settlers in a row.
 
I don't know exactly, this might be the kind of change the mod is no longer intended to make. But Carthage has either been too strong or been flirting with being too strong every patch. I think you could leave the gold on just the capital, maybe increase it a bit more, and that would resolve things. When settlers cost 108 hammer but produce 175 gold they are really overpowered. The AI doesn't know to do this, I usually research pottery then build like 5 settlers in a row.

Dropping Carthage to 100 gold on settle seems fair.

G
 
Wait, wait, wait -- I thought we agreed that we were remaking Carthage completely? I've almost got my Mago II 3D model started.
 
He dropped it a few patches ago, but only down to 125 I believe
It appears that the description is 125 in-game, but I still receive the old bonuses when establishing cities.
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scaling with gamespeed? marathon speed?
Yes, I'm marathon. OK, I see.

Marathon triples cost of everything while giving you three times more from instant yields, so 375 seems fine. Epic would be 1.5 of each, so 187.5, which the game likely interprets as 187.
Maybe I should make epic my new normal. It seems like a good medium between longer play time and balanced overall.
 
About the Quinquereme, does anyone have thoughts about the long change of its :c5strength: CS to the Trireme level, but with the Heavy Assault promotion?

It was originally changed because of its ease for tributes, but the new promotion has been lacking for me. Naval warfare doesn't often come into sieges this early, especially on the latest beta, with settling been much slower. I've been thinking of getting back to the old :c5strength: CS, or on a middle ground, with half of the bonus :c5strength: CS and a weaker Heavy Assault promotion (e.g. without the bonus :c5strength: CS vs cities).

This isn't really about the UU or the civ being unbalanced, just that the Heavy Assault promotion isn't as fun because it often feels wasted.
 
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Is there one of our melee naval promotions that would make sense to give it by default?

Maybe dauntless if you want to get nuts;)
 
Is there one of our melee naval promotions that would make sense to give it by default?

Maybe dauntless if you want to get nuts;)

Navigator (+1 movement and sight, two levels available) would make sense, for sure. Carthaginians were renowed as the greatest mariners of the ancient world, with tales of being the first mediterranean civilization to reach the British Isles and to circumnavigate Africa. Also naturally fits with the Reconnaissance promotion.

Combatwise, I'd say Encirclement (+10% :c5strength: per adjacent friendly unit when attacking, +10 HP when it defeats an enemy). The Battle of Drepana essentially ended with the carthaginians encircling the invading roman fleet. 93 roman ships sunk or captured, no casualties on the carthaginian side. The promotion fits this description well.
 
They all sound good to me... but I consistently take cities with heavy assault. It's my default start — destroy my nerest neigbor, or go farther if there's someone annoying like Ethiopia.
 
I would caution against free navigator promotions. The great lighthouse gives lvl 2 as a free promotion, and too much synergy with the quinquereme’s exploration XP. It would be a shame if carthage’s Free promotion was doubled up with a wonder.

The Carthaginian navy was composed of actual Carthaginians who were career sailors/rowers/navigators. Throughout the Punic wars, Carthaginian boats were able to outmaneuver and outpace Roman ships, and it wasn’t until the invention of the Corvus that Romans had any answer to Carthage’s superior seamen. The most stunning example of this is the Battle of Drepanna. A possibility could be a large flanking bonus.
 
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The quinquereme is a surprisingly good unit in my experience:

They make it very easy to get tribute from CS. Authority Carthage is a real thing, and you can tribute with progress too. Keep in mind that if find 2 mercantile CS, heavy tributing them together will let you get a wonder in just 1 turn.

QQ + lighthouse means you get to skip sailing for a very long time.

Experience from scouting lets you get navigator 1, which will usually be enough to find the other continent, and meet other city states earlier or trade for luxuries. Meeting all of the CS 100 turns early is actually a huge advantage.

Heavy assault is mediocre. The QQ can support land units attacking a coastal city, or in groups they can knock out a city, but neither is really because of this promotion. Once walls are up you are back to needing dromon swarms or catapults.
 
The Trade Route Resource Diversity modifier is either doubled if the value is positive or halved if negative.

Can somebody explain how this works
 
Can somebody explain how this works
https://forums.civfanatics.com/threads/whats-up-with-trade-route-gold.648935/
I want to know as well.

I'm pretty sure you sometimes get an extra gold from trade routes, maybe two extra. From what I can tell the resource diversity modifier tends to be extremely small even in a situation where the tooltips suggest it would be large.

I can tell you that playing as Carthage with the Great Cothon and Colossus in my capital, the external trade routes still weren't very notable in their gold output and I ended up using pure ITR until later on when a sent a few to city states, for the science and culture (the gold was still pathetic).
 
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