India

I just played a game as India. I picked them for the UB (more food on food tiles sounds like fun for super-tall) and was interested in the UA. I expected the UU to be boring. Here's my feedback:

UA: Wow nobody can compete with my religion. Since I also can't build missionaries, it was an interesting problem space to figure out how to maximize my religion's effectiveness, but once I had made those decisions it was boooooooring. My religion spread passively and so powerfully that there was nothing to do.

UU: Having this replace the Horse Archer was a great idea. It allows it to be powerful and not go obsolete immediately. Great unit, had a ton of fun using them to kite and harass my opponents.

UB: Surprised by just how boring and useless this building was. The only tiles I got that the UB improved (yes I tried to maximize my settling to get use out of it, there just were no good tiles on the continent) were the lakes (which are already improved by the base building). Didn't notice the 5% extra growth.
 
By popular demand I have now tried India out once again and I'm now going to report my what I realized from the half game I actually played as them.

Starting off I realized that no one would take this seriously if I didn't reroll the map until I got a spawn with floodplains :D, so that is what I did. It took me 5 restarts to actually get a map where I could see a few desert and floodplain tiles from my starting-area. I used my first two turns to move closer to the floodplains and settled in a coastal forest to make up for the lost production. I used the free production to get an instant scout and used my free pantheon to pick up ancestor worship hoping to get an early cultural edge. On the turn following that turn a city-state settled a city 3 tiles from my capital eating most of the floodplain tiles :D.

The combination of tradition, floodplains, 2 hills and a forest helped me secure both the Stonehenge and the Pyramids at the cost of not optimal growth and expansion. However my main neighbor (William) refused to expand at all so I actually managed to get a few cities down, three of them in fact(and considering this was a standard size oval map, that is just fine). As this went on William built both the Temple of Artemis and the Statue of Zeus, so I figured I'd show the world just how awesome the Naga-Malla are by using them to steal his only city.

However just as I reached Mathematics, and was about to start training my Elephant army, William along with 2 other civs decided to declare war on me, and unlike most times they actually brought troops, a lot of troops. Sadly enough, as I went tradition instead of my normal liberty, my non-capital cities were terrible at building buildings, and most of them were nowhere near close to actually finishing walls.

My proud frontier city (Varanasi), was not only lacking walls, but was also strategically placed on the wrong side of the river, meaning my extremely potent army of one archer and one warrior had a very hard time stopping the city from getting completely surrounded by spearmen and swordsmen. At this point I got the brilliant idea to use my stored up gold to rushbuy a Naga-Malla, only to realize that I didn't have barracks in any city. I was thinking about investing in walls for Varanasi, but at that point I was pretty convinced it was actually going to fall, so I didn't bother.
However, as luck would have it, it turns out that spearmen aren't really that fantastic at capturing cities, and I managed to weaken a few of them enough that they backed up, delaying the fall of the city, and buying me time to get my first Naga-Malla finishing in my Capital and down to Varanasi, bodyblocking and picking off spearmen.
It turns out Naga-Malla are actually really strong versus spearmen, they have about the same combatstrength and the feared elephant promotion.

With my 4th Elephant I finally managed to stabilize the situation well enough that I could actually heal my units. At this point I'm pretty convinced that the enemies have ran out of steam and figured it's about time to make my dream of an Indian Amsterdam reality. This dream ended up on hold however when Williams ally brought a whole pile of Longswordsmen with matching trebuchets (no I have no idea where he got all that iron from, I had exactly 2 sources with 2 iron each myself).
However it turns out that fortified spearmen along with a small army of Naga-Malla can easily hold Longswords away, especially when the marshed terrain made it impossible for him to get a flankingbonus. Once it was clear exactly how many units it took to hold the legion of longswords I took the rest of my army to Amsterdam, capturing it after a short siege.

I eventually got both the other players to agree to white peace (the guy with the infinite legion of longswords kept asking for all my luxuries for maybe 20 turns after Amsterdam fell, but he was never in a position to get anything done, and stopped actually sending units)

I realize that this was a pretty lengthy story to explain what most people already know, that the Naga-Malla are really good at what they do.
However for as awesome that they actually are, nothing of their power is actually kept when upgraded. Yes I understand that unique units are supposed to be unique units, not unique unitlines, but since some units keep all their power when upgraded I think it is only fair that most units should at least keep some of their power.

As it currently works when you upgrade a Naga-Malla to a Mounted Bowman the following things change:
  • It loses 3 CS.
  • It gains 3 RCS.
  • It gains 1 extra movementpoint.
  • It gains the ability to attack and run away.
  • It loses the ability to move over terrain without losing all movement.
  • It loses the feared elephant ability.
  • It costs one extra horse.

Sure when you're fighting in flatlands it is a net gain, the ability to attack and run away is powerful and makes up for the loss of CS, but add terrain to it and you'd probably rather have the extra CS and the ability to actually move.
I'll let you decide what it is worth to you.


Anyways this wasn't supposed to be the whole point, the Naga-Malla is good, everyone already knows this, onward to the things that are actually iffy.

The Unique building is pretty damn close to being garbage-tier. With my 5 personally settled cities and my 4 conquered cities I ended up with exactly 5 tiles of floodplains, all of them strangely enough being located next to my capital (One might think I actually put some effort into getting any floodplains at all). So outside of my capital the building was worth +2 food and an extra 5% aqueduct effect(which is pretty hard to actually classify, but in my experience it didn't make all that much of a difference).

I did eventually end up with extremely big cities, but that probably had more to do with the tradition pick, the rationalism pick and the playstyle I adopted to try and make tradition work.
I pretty much tried to exploit the tradition growthbonus as much as possible by building only farms everywhere and keeping all cities on foodfocus with locked specialists. Most of my cities actually outgrew the tiles available to them and started working unemployed citizens, but that is partially because most of those cities are so far behind on infrastructure that they actually lack essential specialist-slots.
I would like to imagine that the Harappan Reservoir actually helped in this regard, but truth be told I really don't think it did.

The Harappan Reservoir just feels like a worse version of the Aztec Floating garden, only working on floodplains, being available later on, and being more expensive.



On to the Unique Ability, first off it is really hard to judge it, mostly because religious spread is pretty much random from game to game. In my current game there are 52 cities in total, 46 of them are following my religion, that may seem a lot, but there are actually not one religious AI in the game, making their spread in general very weak. A stronger religious AI could push the Indian religion back and essentially isolate it to a corner quite easily (I have had no problem doing that myself versus Indian AI).
The Indian UA is unique, and it forces you into a more unique playstyle, but it is still rather boring, and I don't really know if it is that strong. Sure a free pantheon is great, and getting your spread all over the world is awesome, but the spread bonus is limited to things in range of your cities, meaning that while your neighbors really doesn't stand a chance, anyone further away isn't going to feel pressured, and if your neighbor is a fanatic, or Isabella(or both :D) your UA is pretty much wasted. Same goes with over-sized maps and especially watermaps, where your bonusspread really doesn't accomplish much.

All in all I don't really know what to do about the Indian UA, but I would love for it to actually do something to your cities, rather than being completely reliant of you getting a religion and picking the beliefs that gives bonuses for spreading.
 
How about giving the UA more Religious Pressure Range?

Thee UU sounds solid

The UB will need some more abilities, how about:
More food saved 5% now, we could only give up to 20% (95% w/ Med. Lab)
Food on Grasslands or Farms or other Resource
Make it cheaper or earlier
Add Freshwater effect to nearby Tiles
 
The UA is a passive effect that actively removes interaction from the player (though I do like that the Indian AI always has their religion spread competently). The UB is just...not very unique. At least the UA is unique!
 
The UB is just...not very unique. At least the UA is unique!

I'm fine with not unique, I'm fine with not good, I'm fine with boring (sometimes) but all three of them together feels a bit over the top.
 
I'm fine with not unique, I'm fine with not good, I'm fine with boring (sometimes) but all three of them together feels a bit over the top.

I can understand and appreciate this sentiment.
 
If the Indian unique building spawned a wheat on 1-3 available fresh-water tiles in addition to its current bonus, that'd be fun, though maybe overkill. It would make settling a bit more interesting as them.

That said, I'm not even entirely sure how their building works; do they get +25% of all food? Of excess food? The tooltip is unhelpful.
 
What's so hard to understand? Aqueducts fill 25% of the food needed for growth, while Reservoir fills 30%.
 
If the Indian unique building spawned a wheat on 1-3 available fresh-water tiles in addition to its current bonus, that'd be fun, though maybe overkill. It would make settling a bit more interesting as them.

That said, I'm not even entirely sure how their building works; do they get +25% of all food? Of excess food? The tooltip is unhelpful.

It's just a buffed up aqueduct effect.
 
What's so hard to understand? Aqueducts fill 25% of the food needed for growth, while Reservoir fills 30%.

So that's what the TXT_KEY string means when you hover over the building? It's not exactly plain English. I haven't loaded in as India, though, so other things that might make this more obvious are eluding me.
 
So that's what the TXT_KEY string means when you hover over the building? It's not exactly plain English. I haven't loaded in as India, though, so other things that might make this more obvious are eluding me.

the TXT_KEY is some result of EUI breaking something, it's mentioned in some other thread, more or less it is impossible to fix :D. Anyways, it's a buffed up slightly aqueduct effect.
 
Anyways I'm still not a huge fan of the Indian UA, I feel like it lost a lot of its charm when I stopped using E&D, probably a case of me mistaking the unique decisions (which were both awesome to be honest) with the actual power for the civ.

The UA as I see it now have some positive points and some negative points, and to make my case I'm going to list them and give some comments. After that I'm going to propose some changes.


++Positives++
  • Starting with a pantheon
  • Saving faith on missionaries
  • Extremely strong religious pressure nearby

Starting with a pantheon means you're going to get a head-start with your religious game, it also means other civs in the game are going to be at a disadvantage because you're guaranteed to get the first pick. It also means that you're forced to pick a pretty generic pantheon as your nearby resources are hidden(yes we're assuming base-settings here, they are base for a reason), sure you could make a good guess, lots of plains to so pick the one related to pastures only to realize later on that you're in a field of bison, or iron, or whatever.

Since you can't buy missionaries, you're going to have faith over for other things, what are those things? No clue, if you founded the religion by yourself you're going to end up with a lot of prophets is my guess. If you didn't found a religion you're going to end up with a lot of faith pooled up for the industrial era.

Your cities are going to auto-convert pretty quickly, as your own cities grow in size, nearby cities are going to be pretty much stuck in your religion automatically. This effect however is limited to your cities, not your religion, so it is only ever going to affect your direct neighbors.

--Negatives--
  • No missionaries
  • Religious dependency
  • No religious unrest

No missionaries means your religion is limited to auto-spread(which is terrible), sure your core cities are going to be continues sources of super-spread, but outside of their range your religion is going to stop. If your direct neighbor(s) founded a religion of his own he is going to make sure your religion stops at your border, be it by spamming inquisitors or whatever else he can think of. No missionaries also severely limits your ability to expand outside your own influence-range, this isn't usually a problem until you consider heavy water-maps and continents/terra maps, where you're pretty much forced to spread your religion over to the other continent with mass trade-routes.

India is dependent on having a religion for their UA to actually make sense, sure getting someone else's religion and having it pretty much locked in your territory is better than not having a religion at all, or having multiple religions fighting over your territory and getting crushed by religious unrest, but it helps the founder of that religion a lot more than it helps you.
I don't necessarily think that having a UA dependent on getting a religion is unreasonable, I mean there are Byzantium and the Celts, but they have ways to help them get a religion started (and honestly speaking their rewards for getting one are both cooler and stronger).
Yes I'm aware that India gets a pantheon at turn 2, and yes that is an advantage, but with the first prophet being moved to 400 faith, those first 30 faith means a lot less than they used to. Also having a that early usually isn't very helpful as most faith requires building improvements which requires building workers and researching tech.

No religious unrest is just listed here because it completely overlaps with a bunch of buildings and a rationalism policy, meaning they lose a lot of value for India.


==Suggestions==

I'm going to go back to the thing I've suggested since the start, having India get free yields when their cities grow based of the size of the city (bigger cities gets more yields for growing, duh :D), in this case faith would be a given, but another yield as well would probably be fitting. The old suggestion was Faith and Food, meaning the cities would also grow faster(and getting population-related happiness-problems faster) which is kinda fitting India. So your cities grow out of control and you get faith from it.
 
Tried India out a bit this morning (randomed into them). Their passive is anti-fun. I settled cities like nuts with the express purpose of getting enough faith-generating resources (wheat in my case) to secure a religion and got beaten to the last one with 6 faith short of a great prophet. I had to spend the rest of that game with a UA that spreads one of my neighbor's religions around like wildfire, essentially granting my enemy the use of my passive.

I think, however, that the danger of missing a religion needs to be there for Gandhi, but that the punishment needs to be a bit different. Something that can still be fun without necessarily promising Gandhi a religion or fundamentally altering that he is a religious civ.
 
I think, however, that the danger of missing a religion needs to be there for Gandhi, but that the punishment needs to be a bit different. Something that can still be fun without necessarily promising Gandhi a religion or fundamentally altering that he is a religious civ.

Don't get me wrong, I'm all for that. My suggestion was something that would provide you with a long-term bonus related to, but not dependent on, religion. As I mentioned briefly in the first post, Byzantium and the Celts both have UAs that are equally dependent on religion as India's, they however get a lot bigger bonuses for actually acquiring the religion, along with way bigger rewards for actually getting it.
Barring those two, there are 2 other civs with UAs that are pretty much dependent on founding a religion to actually work, and those are India and Spain.
Spain suffers slightly less from this than India does, and that's why I brought it up for India first.
 
Speaking of Isabella; what if she got a massive defense bonus if she founded a religion, and got a massive offensive or city seige bonus when her cities followed a religion of a founder other than her?
 
Speaking of Isabella; what if she got a massive defense bonus if she founded a religion, and got a massive offensive or city seige bonus when her cities followed a religion of a founder other than her?

That's completely offtopic, and I really don't see how that would help her with the not-founding religion issue.
Also it overlaps with the two reformation-beliefs :D
 
No need for missionaries means that you get 1000s of extra faith each game. This allows you to have as many faith buildings as you want, or also to get tons of faith-based people in the late game. Furthermore, the passive spread means than India really benefits from big cities (thus also the per-citizen follower beliefs).

Religious strife is being replaced in the next version, however, as it is now an obsolete UA element due to rationalism. India's getting a Specialist bonus (all Specialists produce +1 Food). Should help India's cities grow quite a bit.

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Religious strife is being replaced in the next version, however, as it is now an obsolete UA element due to rationalism. India's getting a Specialist bonus (all Specialists produce +1 Food). Should help India's cities grow quite a bit.

I guess that's fine, although I think my suggestion for faith and food when the city grows would be more interesting, it would also remove the need for the free instant pantheon.
 
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