Light In The East: Civs Of The Orient(And Beyond)

All of Tunesia sounds awesome but hows going the work for other civs like the Yuan or Laos ? What is needed most for the civs?
 
Tunisia doesn't really seem like a light in the east. It's more like... Light in the South, kinda, depending on where you are.

But if you're American, it's ok
 
To me, the Ribat seems super underpowered. The whole 'five tiles' thing seems fair in terms of limiting the chance to have multiple trade routes passing over them every turn, but it also makes it very unlikely you'll be able to work any of them. Each city will only be able to work 2 at most, and 2 gold and science is nothing. Plus a science yield seems odd, but I haven't seen the UA so have no idea how it ties in to the rest of the civ eh? Other than that, I'm hyped for Tunisia, the art is fantastic and I've been waiting for a good tunis for a while anyway.
 
Not literally east. Civilizations that have any influence from the east will do, as long as they are from the old world. Regalman's original first civ was supposed to be Cordoba, which is in south-western Europe but fits the theme perfectly. As such I even have a Bosnia-Herzegovina under Husein Gradaščević planned which is European.

Any terrain requirement asides from the five tile limit?

I assume that the additional yields function like CL's Afghanistan's Kalle and how it grants GW points?

No terrain limitations whatsoever, I have thought about decreasing the five tile limit to two though since the yields aren't something to write home about. The additional yields are there wehn a Caravan passes trough the tile, just that.

I'm curious, how would you recommend placing a to make use of the bonuses for caravans passing through?

Eh, I don't know, just put them where you expect a trade route to come trough, obviously will be determined more by the map type and neighbors than anything else.

All of Tunesia sounds awesome but hows going the work for other civs like the Yuan or Laos ? What is needed most for the civs?

Regalman will probably kill me for talking about this but whatever
Yuan needs art.
Laos is a collaboration so I keep my mouth shut.

To me, the Ribat seems super underpowered. The whole 'five tiles' thing seems fair in terms of limiting the chance to have multiple trade routes passing over them every turn, but it also makes it very unlikely you'll be able to work any of them. Each city will only be able to work 2 at most, and 2 gold and science is nothing. Plus a science yield seems odd, but I haven't seen the UA so have no idea how it ties in to the rest of the civ eh? Other than that, I'm hyped for Tunisia, the art is fantastic and I've been waiting for a good tunis for a while anyway.

I know, I think it's underpowered too. However multiple trade routes mean nothing, it can be 500 trade routes but the yields increase only once.

The Science is a Sufism reference, mainly because I wanted non GP improvement that generates science. (Trade Posts+Rationalism excluded)
 
Yeah, if that is the case it seems like the Ribat will need some form of a buff - giving it additional yields for each individual caravan would probably be too much in any case. The two tile requirement seems good though.

Could you tell us what the focus of the Ainu will be?

Also, if you are working on an update for Sri Lanka to change it's UA slightly, you may want to take a look at the multilingual decision. It seems to be enactable with only a pantheon as it's prerequisite.
 
For Urdnot's benefit:

A sangar is a type of miniature fortification, basically a rubble-and-sandbags emplacement constructed kind of like a drystone wall. It's a fairly common fortification in that part of the world, though these day's it's primarily a machinegun nest sort of thing. =]
 
I'm starting to wonder why it ain't simply a Caravansary Replacement, but still, what if they helped border expansion somehow, it seems to be what all the cool kids like to do lately and it'd be thematically fitting, with them being border posts and stuff...
 
... with them being border posts and stuff...

What about some sort of bonus for being placed adjacent to unclaimed/rival territory on top of the caravan bonus?
 
What about some sort of bonus for being placed adjacent to unclaimed/rival territory on top of the caravan bonus?

What's the point of bonus from unclaimed territory?
(Dat moment when uranium appears in the one second ring tile that my city didnt expand to)
 
What's the point of bonus from unclaimed territory?

... with them being border posts and stuff...

I was tying it into that aspect of the building. The idea is that on top of the bonuses you get from a caravan passing over the improvement, the bonuses are increased if the improvement's placed on the border of your empire.

(Dat moment when uranium appears in the one second ring tile that my city didnt expand to)

I never even suggested the improvement prevent the city from expanding into unclaimed plots. That'd just be unhelpful and a silly design decision. :nono:
 
Yeah, if that is the case it seems like the Ribat will need some form of a buff - giving it additional yields for each individual caravan would probably be too much in any case. The two tile requirement seems good though.

Could you tell us what the focus of the Ainu will be?

Also, if you are working on an update for Sri Lanka to change it's UA slightly, you may want to take a look at the multilingual decision. It seems to be enactable with only a pantheon as it's prerequisite.

Ainu will kinda be similar to the Sami. Best way to put it.

I'm starting to wonder why it ain't simply a Caravansary Replacement.

Because UIs are awesome, there is a good Civ4 model and we have that unused icon.
 
Well, you have a doctorate in humor, don't you?
I don't celebrate thanksgiving, but I'll probably eat a turkey anyway. :D
 
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