pineappledan
Deity
My opinion is no. There should be a base amount, and then a scaling amount. Maybe 5 minimum, and then more based on the type of improvement and the era.Key question, is it ok for pillaging to provide 7 times more gold in the last era than the first? Or do we need to curb that a bit
PillageGold = 5 + (TileBaseValue * Era * (Rand(75::125)/100))
5 gold minimum
tile multiplier, modified by era, and ±25% around that value
So maybe Farms, Pastures and Plantations have a base value of 5.
In ancient/classical, pillaging a farm is worth (5+5*1*Rand(0.75:1.25)) = 7.5-12.5
In Renaissance, pillaging a farm is worth (5+5*3*Rand(0.75:1.25)) = 16.25-23.75
In Information, pillaging a farm is worth (5+5*7*Rand(0.75:1.25)) = 31.25-48.75
And maybe Great People Tiles form the upper boundary of, say, 25?
In ancient/classical, pillaging a GPT is worth (5+25*1*Rand(0.75:1.25)) = 23.75-36.25
In Renaissance, pillaging a GPTis worth (5+25*3*Rand(0.75:1.25)) = 61.25-98.75
In Information, pillaging a GPTis worth (5+25*7*Rand(0.75:1.25)) = 136.25-223.75
PillageGold Base values:
Code:
IMPROVEMENT_OFFSHORE_PLATFORM--30
--
IMPROVEMENT_CUSTOMS_HOUSE_VENICE--25
IMPROVEMENT_LANDMARK--25
IMPROVEMENT_CITADEL--25
IMPROVEMENT_ACADEMY--25
IMPROVEMENT_CUSTOMS_HOUSE--25
IMPROVEMENT_MANUFACTORY--25
IMPROVEMENT_HOLY_SITE--25
--
IMPROVEMENT_BRAZILWOOD_CAMP--20
IMPROVEMENT_POLDER--20
IMPROVEMENT_KASBAH--20
IMPROVEMENT_KUNA--20
IMPROVEMENT_CHATEAU--20
IMPROVEMENT_FEITORIA--20
IMPROVEMENT_FISHING_BOATS--20
--
IMPROVEMENT_ENCAMPMENT_SHOSHONE--15
IMPROVEMENT_TRADING_POST--15
--
IMPROVEMENT_LUMBERMILL_JUNGLE--10
IMPROVEMENT_LUMBERMILL--10
IMPROVEMENT_MINE--10
IMPROVEMENT_QUARRY--10
IMPROVEMENT_WELL--10
IMPROVEMENT_CAMP--10
IMPROVEMENT_MOAI--10
--
IMPROVEMENT_TERRACE_FARM--5
IMPROVEMENT_EKI--5
IMPROVEMENT_FARM--5
IMPROVEMENT_PASTURE--5
IMPROVEMENT_PLANTATION--5
--
IMPROVEMENT_CITY_RUINS--0
IMPROVEMENT_BARBARIAN_CAMP--0
IMPROVEMENT_GOODY_HUT--0
IMPROVEMENT_FORT--0
IMPROVEMENT_ARCHAEOLOGICAL_DIG--0
IMPROVEMENT_JFD_MACHU_PICCHU--0
IMPROVEMENT_EMBASSY--0
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