I know how an arch looks, I was just trying to make a point


Well, there's already bonuses for Marble tiles (additional Wonder production + 2 Prod. from Stone Works) - having a guaranteed source of it in the Capital would be a useful ability on its own.- Spawn a tile with marble near Rome (Capital), and maybe a bonus for marble tiles. This would make the Capital city stronger, bringing a sinergy with the current UA, and fits the flavor (I found the city made of brick and left it made of marble).
I know how an arch looks, I was just trying to make a pointThey didn't really do anything, boring, static, pile
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Is there any Civ - Luxury bias in the game? I dont think marble needs to be better but if there were to be some focus on marble a bias for Rome could be interesting.
Well, there's already bonuses for Marble tiles (additional Wonder production + 2 Prod. from Stone Works) - having a guaranteed source of it in the Capital would be a useful ability on its own.
In fact all this talking makes me just want to blast the existing Russian UA for the exact same reason.
I don't think that it is a good idea to link a specific luxury/resource to any civ.
I'd like to propose some ideas for Rome. I will put them here but someone better than me in calculating game effects could link all/some of them to in game effects.
Pax Romana: This was very important concept of the imperial Rome. We can think it as a sort of bonus in conquered cities. Or maybe less warmonger penalty? Halving happiness from conquered cities? Removing it from puppeted cities? I don't know if it's feasible.
Roads, Engineering: Removing maintenance cost for roads, or other bonuses linked to them is alawys a good idea. There are Roman roads that are still being used today. Same with acqueducts and many other roman buildings due to sophisticated ways in producing cements and concrete. So a generic reduction in building maintenance?
Roman Civil Law: This is one the most important features of the Roman legacy reflected in our use of latin terminology. In game terms it can translate in happiness from courthouses? Or maybe in bonuses relating to the Ius Gentium (loosely International law), and so to improved relations with City states or other Civs? Or no penalty with relations with leaders with different religion? The romans absorbed almost all the religions they encountered in their path (at least until Christianity became dominant in the late period).
Cursus Honorum: This was one an important aspects of Roman politics and society. We can translate in GP points in some ways? Or bonuses during Golden Age in generating GP? This would link to the triumphal arc.
All in all Rome was a very big empire, with a very long history, so chosing a different period from that of Augustus can give different ideas.![]()
Yeah well. Warmongering was just one of my points.![]()
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Roads, Engineering: Removing maintenance cost for roads, or other bonuses linked to them is alawys a good idea. There are Roman roads that are still being used today. Same with acqueducts and many other roman buildings due to sophisticated ways in producing cements and concrete. So a generic reduction in building maintenance?
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Yeah, I'd vote for something like that. But I wouldn't reduce maintenance costs, it sounds totaly boring. Rather some nice bonusses for city connections or for roads themselves, like bonus production in connected cities, bonus happiness, bonus speed...
In my opinion, road bonus AND existing UA (maybe slightly nerfed) would doCurrent bonus isn't very exciting but it's fitting and useful.
Essentially, Rome becomes the anti-Shoshone – instead of getting free hexes from settlement, they get free hexes from conquest (this can grant the city additional hexes that are owned by the player Rome is at war with).Imperium Populi Romani: When Rome conquers a City for the first time, the City immediately claims additional owned and unowned territory. No Buildings or World Wonders are destroyed when Rome takes control of a City.
My concept:
Essentially, Rome becomes the anti-Shoshone instead of getting free hexes from settlement, they get free hexes from conquest (this can grant the city additional hexes that are owned by the player Rome is at war with).
Yes, this UA is heavily war-focused, but...so was Rome. Also, the latter element makes a lot of sense for Rome Rome absorbed the cultures, architecture, and customs of every region they conquered.
Didn't Rome mostly build their own outposts/cities/whatever-they-called-them?
I don't disagree with the war-focus, but there are already a lot of war-focused civs, and currently Rome is one of the only real infrastructure focused civs.
Also, about that second part, would that mean Rome could steal other civs UBs? And what's that thing about world wonders? They are always kept, aren't they?
Stealing national wonders would be crazy overpowered. I mean just stealing a guild or two would be insane.I meant for it to say National Wonders, though the DLL may frown on me with that one (still, keeping all buildings is pretty sweet as-is, national wonders excluded). They'd keep everything they could, absorbing whatever they conquer in its entirety plus an additional chunk of land (because that's what Rome did).
Rome's historical legacy is its military prowess combined with its expansive blood-soaked empire. They built outposts in Gaul/Britannia/Iberia, to be sure, but most of the lands they conquered in Greece, Anatolia, Egypt, Levant, etc. were already occupied. In terms of infrastructure, Rome itself was impressive, as were Roman roads, but they were far from the first to build roads extensively, and they borrowed most of their architectural design elements (most of their culture, really) from Greece.