Ahriman
Tyrant
Apostolic Palace as a national wonder that requires a temple in every city, and gives +50% faith production in that city?
Apostolic Palace as a national wonder that requires a temple in every city, and gives +50% faith production in that city?
Potala Palace
- Requires: Theology
- Cost: 300
- +3 Culture
- +4 Faith
- +1 Great Artist Point
- 4 Faith from each mountain tile within the territory. City must be built within 2 tiles of a Mountain.
- Historical Importance: Palace of the Dalai Lama. The spread of Buddhism in Tibet and Central Asia. Built in Lhasa: one of the highest cities in the world.
- Quote: The road to excess leads to the palace of wisdom for we never know what is enough until we know what is more than enough.
William Blake
Banaue Rice Terraces
- Requires: Engineering
- Cost: 250
- +1
- +5
- +1 Great Engineer Point
- +2
from hill tiles. City must be built within two tiles of a mountain.
- Historical Importance: One of the oldest known form of mass agricultural practices in the world.
- Quote: When I see a slippery slope, my instinct is to build a terrace. John McCarthy
Below are some of the pics that I customized to make them more like paintings.
This bonus seems just too big .
The criteria for selecting a wonder are:This just seems so powerful that a mountain near your capital is an "I win" button.
someone (I'll not call names here) said that "the tech leader SHOULD get a shot at all wonders".
I won't speak for others, but my actual view was: if you have a dramatic lead in techs, you should be able to get most of them.The issue is that in RL, the tech lead was only... few techs
I think I would want to make AIs more competitive.My own preference would be to make the tech race more competitive
I think I would want to make AIs more competitive.
But:
a) this doesn't mean doing things just through tech. If a tech lead doesn't pay off, that stinks. Its weird to have catchup triggers just focusing on one mechanic.
b) Catcuhp mechanics don't necessarily make the game more competitive. We don't get a competitive outcome by making it impossible for anyone to get ahead. We make the game competitive by making it possible *for AI players to be able to generate runaway growth".
The most fun games that are actually challenging in the late-game are not those where every power survives and where you expect everyone to still be powerful. The most fun games are those were the human expands and does well, but so do a couple of other AI superpowers. So you aren't competing against every other player, you're competing against the other breakaway superpowers.
In my view, allowing AI superpowers to emerge is the only way to make the late-game competitive. Trying to "balance" things with too many rubberband catchup mechanics just serves to undermine this, because they make it harder and harder for AIs that are ahead to pull away from their neighbors.
This is an issue that has been discussed here before many months ago.