pineappledan
Deity
We were having this unit gifts vs PoP debate on the discord actually. It was considered, but I preferred the unit gift idea.
However 2 things I will note about that comparison:
A useful Contrast is with Austria, who pays 500 at any stage of the game and immediately arrests influence decay at any influence level and does so permanently, short of eliminating the CS outright. So Germany's unit gifts are stronger in the early game, because units are cheaper, but it drops off as the cost of units increases, relative to Austria's ability.
- Unlike on the discord, you were actually able to come up with a historical basis for a PoP system, which was lacking when others tried to argue for it before, so this is already the most robust argument in its favor
- 1 influence per turn for a PoP is not nearly enough. that's not even enough to stop decay, just slow it down a bit. That's a numbers issue though, not an idea issue
- Either you are lurking on the Discord, or you are a wizard. Someone is already working on a Hittites civ that has the following abilities:
- unique national wonder that makes PoPs arrest Influence decay and give 2 science and Supply (non-scaling)
- When you win a war (min. 25), UA lets you steal influence with all city-states, scaling to your war score.
- So obviously I'm not here to discredit your ideas, a few modders like your ideas so much they are already working on them somewhere else.
That would indeed be a very powerful wonder. So powerful it's almost on the level of a UAIf a early game wonder was 1+ influence with every city state in sight for the rest of the game, it would be a must build for any strategy. And you could easily do 2-3 Slaganz per city state. That would make Germany a diplomatic powerhouse
However 2 things I will note about that comparison:
- A warrior/ulfheddin in every city-state you meet is waaaaaaay more expensive than a single wonder. When you consider production times, travel times, the need to get the units to the CS unharmed (can't gift wounded units), and the fact that barbarians or other players could just kill those units after you gift them, the unit gift idea is much weaker, slower, and more expensive than your wonder comparison
- You need at least 2 unit gifts in a city state just to arrest influence decay. Influence decay is 1.5+ per turn, depending on CS personality, and increases as you hit higher influence levels. You recall that influence per turn on trade routes was increased to 4, because players complained that it just wasn't powerful enough relative to what other policies could do. As you get further into the game, the need for more influence competition with other civs becomes greater, so decay becomes faster as unit costs get more expensive.
- The original point of this UA proposal was that it would be strongest in the early game, because that is precisely what has been identified as Germany's missing piece.
A useful Contrast is with Austria, who pays 500 at any stage of the game and immediately arrests influence decay at any influence level and does so permanently, short of eliminating the CS outright. So Germany's unit gifts are stronger in the early game, because units are cheaper, but it drops off as the cost of units increases, relative to Austria's ability.
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