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Prince
- Joined
- Jul 18, 2020
- Messages
- 527
I was following the City State Elimination Thread and had fun. Now that the last 21 are decided (there's a total of 42 city states, so these are the ones that are "below average"), I'm thinking how they can be improved.
The goal is not to make all of them super powerful ones, just to make them not as bad as they were.
Here are my thoughts (numbers are the "ranking" from that thread, the larger the number is, the worse the CS is):
42: Lisbon: When your trade routes got plundered, the plunder gains nothing and your trader return to its original city. You will have the vision that the enemy unit that plundered the trade route has from now on. (Still bad but not as bad as before, the useless plunder will end enemy unit's turn and it gives you some extra flexibility on where to send trade route to. You will want some stupid AI/CS units to plunder your trade routes if you have this! Send it though enemy land if you can 100% hold Lisbon.)
41: Preslav: City center buildings provide +2 loyalty. (So it's at least usable in domination games.)
40: Vilnius: Gain 1.5 extra alliance point per turn when you are in an alliance. (On standard speed if you do your best it takes 40 turns to get Alliance Level 2, now with this it only takes 23 turns.)
39: Cardiff: Harbor buildings provide +2 Power each and if the power is not used it will be converted into gold (2 gold per unused Power).
38: Mexico City: Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther. Your units have +1 sight and +1 height for line of sight considerations. (I'm not satisfied with this one, want to hear your suggestions.)
37: Mohenjo-Daro: Your cities all have full Housing from water, as if they were next to a river. This bonus is determined on settlement and is permanent (stays even if you lose suzerainty of Mohenjo-Daro).
36: Bandar Brunei: Your Trading Posts in foreign cities provide +1 Gold to your Trade Routes passing through or going to the city. Your trading posts give +25% tourism to the Civilization they are in. Your trade route give +25% tourism to the Civilization they are sent to.
35: Armagh: Your Builders can make Monastery improvements. Monastery can only be built 1 per city. +2 Faith. +1 Faith for every 2 population in the city. (Strictly speaking this is a change on Monastery, but anyway.)
34: Singapore: Your trade route provides +2 Production and +2 Food for each foreign civilization whose territory it passes. (If you can send trade routes far and cross multiple nations, good, if not it's at least as good as Wissenbanken.)
33: Jerusalem: Your trade route spread your religion as 4x powerful as regular. And your trade route spread religion to any city whose territory it passes by (doesn't have to be city center). (Still a passive ability but you will certainly have more trade routes than Holy Sites)
32: Mitla: +15% production in cities with a Campus. (was +15% growth before)
31: Antioch: Your Trade Routes to foreign cities earn +1 Gold and +1 amenity for each Luxury resource at the destination. (Added amenity.)
30: Muscat: +1 Amenity in cities with a Commercial Hub district. +1 Amenity for every two speciality districts other than Commercial Hub. (Added amenity.)
29: Vatican City: Your Great Person can now be activated on foreign districts. When the player activates a Great Person, they spread 400 Religious pressure of the player’s founded (or majority) religion to cities within 10 tiles. (Now just activate your Great Person far, far away.)
28: Fez: Each time you convert a city for the first time using a religious unit earn 20 Science per Population of that city. Each time you develop a technology, add 125 religious pressure to the city that religious pressure of your religion is present but has the least religious pressure of yours among such cities. (the added pressure is good for gaining some follower without converting cities in foreign land, making those beliefs that depend on the total number of followers better.)
27: Nazca: +1 Faith for each envoy you send to city states. (I've no idea on how to fix Nazca Lines. For most of the change I try to stick to their original bonus, or make it at least related. But Nazca Lines just sucks.) Edit: Maybe we can leave Nazca Lines as it is. But I really want a CS that gives +1 Faith for each envoy you send to city states.
26: Hattusa: Provides you with 2 of each Strategic resource per turn that you have revealed but have not improved, and 6 gold per turn for those you have revealed and improved. (So after Horse and Iron it's 12 GPT, not bad at all. Later it's not super good but at least not useless.)
25: Kandy: Receive a Relic every time you discover a new natural wonder.
Earn +50% bonus Faith from all Relics. After Exploration, gain +6 Faith in capital for each natural wonder you have found. (The problem is if you meet them late then it's just a generic religious city state. Now it helps with your faith economy.)
24: Hong Kong: Your Cities get +20% bonus Production towards city projects. Earn 2x of the Great Person Points when you finish a speciality district project.
23: Taruga: +4% Science in all cities for each different luxury and strategic Resource that city has. +2% Science in all cities for each different bonus Resource that city has.
22: Hunza: Receive +1 Gold for every 5 tiles a trade route travels. Traders provide an extra level of diplomatic visibility, and have a sight of 4. (Now with traders and printing, you gain "secret" level of access, if on top of that you have alliance or embassy you get "top secret" level of access, enough for you to see where their spy is.)
The goal is not to make all of them super powerful ones, just to make them not as bad as they were.
Here are my thoughts (numbers are the "ranking" from that thread, the larger the number is, the worse the CS is):
42: Lisbon: When your trade routes got plundered, the plunder gains nothing and your trader return to its original city. You will have the vision that the enemy unit that plundered the trade route has from now on. (Still bad but not as bad as before, the useless plunder will end enemy unit's turn and it gives you some extra flexibility on where to send trade route to. You will want some stupid AI/CS units to plunder your trade routes if you have this! Send it though enemy land if you can 100% hold Lisbon.)
41: Preslav: City center buildings provide +2 loyalty. (So it's at least usable in domination games.)
40: Vilnius: Gain 1.5 extra alliance point per turn when you are in an alliance. (On standard speed if you do your best it takes 40 turns to get Alliance Level 2, now with this it only takes 23 turns.)
39: Cardiff: Harbor buildings provide +2 Power each and if the power is not used it will be converted into gold (2 gold per unused Power).
38: Mexico City: Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther. Your units have +1 sight and +1 height for line of sight considerations. (I'm not satisfied with this one, want to hear your suggestions.)
37: Mohenjo-Daro: Your cities all have full Housing from water, as if they were next to a river. This bonus is determined on settlement and is permanent (stays even if you lose suzerainty of Mohenjo-Daro).
36: Bandar Brunei: Your Trading Posts in foreign cities provide +1 Gold to your Trade Routes passing through or going to the city. Your trading posts give +25% tourism to the Civilization they are in. Your trade route give +25% tourism to the Civilization they are sent to.
35: Armagh: Your Builders can make Monastery improvements. Monastery can only be built 1 per city. +2 Faith. +1 Faith for every 2 population in the city. (Strictly speaking this is a change on Monastery, but anyway.)
34: Singapore: Your trade route provides +2 Production and +2 Food for each foreign civilization whose territory it passes. (If you can send trade routes far and cross multiple nations, good, if not it's at least as good as Wissenbanken.)
33: Jerusalem: Your trade route spread your religion as 4x powerful as regular. And your trade route spread religion to any city whose territory it passes by (doesn't have to be city center). (Still a passive ability but you will certainly have more trade routes than Holy Sites)
32: Mitla: +15% production in cities with a Campus. (was +15% growth before)
31: Antioch: Your Trade Routes to foreign cities earn +1 Gold and +1 amenity for each Luxury resource at the destination. (Added amenity.)
30: Muscat: +1 Amenity in cities with a Commercial Hub district. +1 Amenity for every two speciality districts other than Commercial Hub. (Added amenity.)
29: Vatican City: Your Great Person can now be activated on foreign districts. When the player activates a Great Person, they spread 400 Religious pressure of the player’s founded (or majority) religion to cities within 10 tiles. (Now just activate your Great Person far, far away.)
28: Fez: Each time you convert a city for the first time using a religious unit earn 20 Science per Population of that city. Each time you develop a technology, add 125 religious pressure to the city that religious pressure of your religion is present but has the least religious pressure of yours among such cities. (the added pressure is good for gaining some follower without converting cities in foreign land, making those beliefs that depend on the total number of followers better.)
27: Nazca: +1 Faith for each envoy you send to city states. (I've no idea on how to fix Nazca Lines. For most of the change I try to stick to their original bonus, or make it at least related. But Nazca Lines just sucks.) Edit: Maybe we can leave Nazca Lines as it is. But I really want a CS that gives +1 Faith for each envoy you send to city states.
26: Hattusa: Provides you with 2 of each Strategic resource per turn that you have revealed but have not improved, and 6 gold per turn for those you have revealed and improved. (So after Horse and Iron it's 12 GPT, not bad at all. Later it's not super good but at least not useless.)
25: Kandy: Receive a Relic every time you discover a new natural wonder.
Earn +50% bonus Faith from all Relics. After Exploration, gain +6 Faith in capital for each natural wonder you have found. (The problem is if you meet them late then it's just a generic religious city state. Now it helps with your faith economy.)
24: Hong Kong: Your Cities get +20% bonus Production towards city projects. Earn 2x of the Great Person Points when you finish a speciality district project.
23: Taruga: +4% Science in all cities for each different luxury and strategic Resource that city has. +2% Science in all cities for each different bonus Resource that city has.
22: Hunza: Receive +1 Gold for every 5 tiles a trade route travels. Traders provide an extra level of diplomatic visibility, and have a sight of 4. (Now with traders and printing, you gain "secret" level of access, if on top of that you have alliance or embassy you get "top secret" level of access, enough for you to see where their spy is.)
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