Enterprise: The Andorian Incident

He's also the dude from the Frighteners and Re-Animator...


How far I've fallen: As I watched the episode, I was thinking: Monastery around for 3000 yrs is probably generating some serious culture...
:D
 
Originally posted by CornMaster


WHHHHOOHOOHOHOOHAAAAAAAAAAAAAAAa

We got a Hardcore Civ fan here!!!!! :D

And Enterprise fan... :mutant:

The Suggestion Forum is locked down now, but I was inspired by last night's Ep of Enterprise:

New Structure: Monastery
Built by: Worker
Available after: Theology
Monastery can be built in non-city or non-fortress square, but must be within your civilization's borders.
For Monastery to have any effect, it must connect to a city by a road.
Monastery increases food production on tile by one; that food production is only applied to a city if the Monastery is within a city's border.
In addition, Monastery produces culture (not sure how the numbers work in Civ 3 for this, so I can't give a specific number). Like a Wonder, the cultural bonus of the monastery increases over time.
Troops can not be fortified or sentried in a monastery, so they make a tempting target for other civilizations. However, a Monastery can not be captured, only sacked or razed. If sacked, the cultural bonus resets back to new (like when a Wonder is recaptured). If razed, the Monastery is gone. Obviously, sacking or razing a Monastery is an act of war. The response of an attacking AI is dependent upon its own Tech development in the religious/philosophical techs; the more advanced the AI is, the more likely it is to either just sack it, or leave it alone entirely. On the other hand, if you're dealing with an attacking Civ that hasn't developed Polytheism yet, they're likely to raze any Monastery they see.

The benefits of Monastery are simple: they can get you food from a tile that doesn't normally produce it (such as Mountain), and they increase your culture (the culture is applied uniformly, not directionally; building three monasteries next to each other will not cause that border to grow faster than the other borders).
There is no upkeep cost for the Monastery (as they are self-sufficient).

A couple of penalties: the tile that the Monastery is built on, if irrigated or mined, will no longer provide bonuses for being irrigated or mined (in other words, don't irrigate or mine the tile beforehand). In addition, you can't Railroad a Monastery tile.

What do you think?
 
Originally posted by CornMaster
That sounds pretty good. :goodjob: I think they should also be limited to hills, mountians, and maybe forest tiles.

Well, I don't want to explicitly limit them, because some cultures might prefer Monasteries that are close to rivers, etc., rather than in the mountains. However, since you don't get any irrigation/mining benefits when a Monastery is on a tile, then you would probably put them on a mountain or similarly low production tile.

I need to figure out the effects on resources, though. Hmmm...


BTW, back to the Andorian Incident, I thought Nostalgia was an emotion? Why would the Vulcans care about all the culture that was down in the catacombs?
 
I liked it, and yes, that was Weyoun.
 
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