China

Can chu ko nu get set to default RCP? It’s kinda weird that they get-1 in addition to -20% from logistics
 
How does we love the empress day work on era change? It says bonuses decline on era change but the starting bonuses are 1 culture and 1 food to start with. So on era change does it just give no bonuses ever?
 
How does we love the empress day work on era change? It says bonuses decline on era change but the starting bonuses are 1 culture and 1 food to start with. So on era change does it just give no bonuses ever?

The bonus increases for each city founded (or taken), and for great works. So it grows steadily over time, and then takes a hit when you change eras.
 
How does we love the empress day work on era change? It says bonuses decline on era change but the starting bonuses are 1 culture and 1 food to start with. So on era change does it just give no bonuses ever?
Your capital will have 1 culture and 1 food to start.

When you found a second city, the capital will have 2 culture, and 2 food. The second city will have 1.

When you trigger the third event, the capital will be at 3, shanghai at 2, new city at 1. When you advance to the next era, you will get a notification of how much it declined. If it declines by 2, your capital would still have 1, shanghai 0, and new city 0 (you won't get negatives).
 
The Paper Maker gives +1 gold for every 4 citizens, but also has -1 maintenance, meaning it gives really paltry gold early on. It has +1 culture but China is the last civ that wants +1 Culture on their UB.

I suggest to remove the maintenance cost and remove the +1 Culture as well.
 
The Paper Maker gives +1 gold for every 4 citizens, but also has -1 maintenance, meaning it gives really paltry gold early on. It has +1 culture but China is the last civ that wants +1 Culture on their UB.

I suggest to remove the maintenance cost and remove the +1 Culture as well.

Why doesn’t china want culture?
 
Just wondering between China unique unit chu ko nu and incan slinger
They seem quite similar only in different eras
It makes like their unique unit v similar (?)
 
China is strong/versatile/fun and the cho ko nu is by now an iconic unit (it's the same as vanilla and works just as good) so no need to change anything here.

If anything, I'd change the slinger, mostly so that upgraded slingers wouldn't be a plain superior cho ko nu (built in logistic with no RCS penality): random idea, bonus RCS when firing at 1 hex (make the retreat ability a bit more active) but eeeeeh new code. And off topic.
 
China is strong/versatile/fun and the cho ko nu is by now an iconic unit (it's the same as vanilla and works just as good) so no need to change anything here.

If anything, I'd change the slinger, mostly so that upgraded slingers wouldn't be a plain superior cho ko nu (built in logistic with no RCS penality): random idea, bonus RCS when firing at 1 hex (make the retreat ability a bit more active) but eeeeeh new code. And off topic.
Slingers are pretty bad. They're OK vs brutes and warriors, but otherwise do very little damage for an unique unit. The good thing is that they get experience fast, and once they are promoted to composite, they perform quite well. Cho ku nos are good from the beginning. They feel different enough. One shines for their high level (provided you fought frequently with them), the other one for its raw damage.
 
I've always thought that the Slinger would be the perfect UU to just model off of cheapness/convenience- make it cost 40 hammers and have it available at Agriculture. Maybe even make it so Incans start with one Slinger in addition to their Pathfinder. Make it be able to move (but not attack) after attacking.

Slinger in its current iteration is really powerful. However I'm just spitting ideas and I'm not sure anything needs to be changed.
 
Slingers are probably my favorite UU. They promote very quickly to +1 range, and then you can simply go on a conquering spree against any AI.
 
This bugfix kills the Chinese. I'd be fine with -80% per era change, but -100% seems too much. Cities begin starving and you lose behind in culture a lot.
 
I also believe that a -100% is far too much. Suddenly, China is gutted too hard. Maybe -75%-80% is adequate.

I also wonder if the food can be removed from the UA and, instead, the % :c5food: Food from the WLTED increase a bit. Otherwise, I can see cities starve a fair bit if you happen to settle/capture a lot of cities before going into a new era.
 
It is as I had feared then. Yanking all that food away from cities feels really bad. Better to have axed the 10% growth on WLTED than to yank away all yields on era transition.
 
If you use civ events, remember china receives great person at min 30 :c5citizen: instead of 60 :c5citizen: as every other civ. This is/was also fueling them :c5razing::c5razing::c5razing:
 
Bug fix first, balance later. Needed to fix the bug first.
I don't understand why the bonuses 100% disappearing on era change now is a "bug fix" as if that was always intended. Wasn't the decaying by half the intended behavior? Even just looking in posts in this thread, it always seemed the bonuses declined on era change, and you even have a post discussing the exact formula for that decay rate. When exactly did the "intended behavior" change from decay to 100% erasure?

If anything, having cities that now suddenly start starving on era change is the real bug.
 
Back
Top Bottom