We’ll see how it goes.
Since when you reconquer a city no pop or buildings are lost, does that mean if Rome conquers my city with a Wall and I take it the next turn, I will have the Wall still?
Retaining military/defensive buildings wouldn't work against a human player due to the possibility of selling the buildings before the city is captured. That applies to any building that can be sold, actually, Rome's UA is stronger against the AI than against a human.
Maybe Rome could use a different warring UA component? Like gaining free military/defensive/colosseum buildings that are present in the Capital. Something that isn't reliant on what the AI is unable to do.
IIRC you can't sell while the city is in revolt.
G
I don't see the issue. Selling buildings has existed since forever and isn't a Rome-exclusive issue.I think what he meant is that a human player can sell the important buildings right before the city gets captured by an AI Rome, so the AI doesn't benefit as much as a human player of Rome would from the UA. Revolt is only something that happens after capture.
I don't see the issue. Selling buildings has existed since forever and isn't a Rome-exclusive issue.
Also this only applies to AI Rome conquering human cities. AI Rome vs. AI players works just fine. If you're losing cities against an AI Rome he's probably doing well regardless.
This is the big one. How often do you lose a city and not only decide that you'll never take it back but continue the game? I would think very few.And you're also denying yourself those same buildings if you take the city back.
G
My problem with the NW capturing isn't really a balance issue, per se. You could run a million tests with this new Rome and compare it to the old Rome, and I'm sure the win % won't have been affected that much. No, my issue is that having a very specific set of prerequisites in a small number of games -- sharing a continent with Carthage or Assyria -- means that Rome's optimal strategy is to now THROW THEMSELVES at that one civ's capital, hijack their national wonder, sue for peace, let them rebuild their national wonder in a new city, hijack THAT copy of the wonder, and then you have basically broken the game. These two wonders also just happen to come right around Rome's own power spike.
Players can do this easily enough by forcing map conditions and re-roll. This would happen rarely enough in full AI games that it wouldn't really matter. In both cases, however, a very specific situation can be exploited where Rome can virtually co-opt a power from another civ, the power of which is almost a second UA unto itself. Furthermore, they might be able to do it multiple times.
It sort of becomes a situation where, given the right ingredients, Rome can have wildly varying power levels. That power is so dependent on what other civs are in the mix, that Rome doesn't really have a consistent level of balance anymore. It would be equivalent to creating a custom civ, where, depending on which civ they conquer, they can augment their own UA with the UA of a civ they have wiped out. If anyone made a civ like that I'm sure it would be accused of being gamey and incoherent.
TL;DR - In specific circumstances, Rome can be handed a 6th victory condition: capture X civ and throttle game balance.
If we were strictly speaking about historicity, Rome has actually captured 2 national wonders that are already gamified: The Great Cothon in Carthage, and the Second Temple in Jerusalem (my Israel mod). They completely leveled Carthage, and the first thing Pompey did after conquering Jerusalem was desecrate and loot the Temple. 150 years later, they leveled the Temple too, and even banned Jews from so much as entering Jerusalem. So in both cases where Rome has captured a real-world national wonder, they didn't get much use from them.
I'm trying to limit myself only to base VP for this discussion. We haven't made the national wonders compatible for the 10/10 patch; we're still playing catchup.I know you have more unique NWs in 4UC, so it's definitely more of a concern there whether you address it here or not. So besides that Rome would be more powerful in that modmod, I think in general this change has made Rome much more interesting and stronger.
Well, that's its own problem isn't it? Rome's power varies drastically based on who its neighbors are. That's pretty hard to balance.That said: it only happens when Rome has one of those two trouble civs in game, and is able to take over their capital. This is fairly rare, with the first condition being more difficult than the second.
Yet to be determined, for sureIf Rome gets one of those buildings: Is he unstoppable, or toeing the top-edge of the power curve?
Kind of irrelevant, isn't it? Assyria's NW scales with the number of GWs you have, so Assyria is only getting +10XP or so before medieval anyways. As long as Rome conquers Assyria before, say, mid-Renaissance, he's not getting much less benefit from the wonder than Assyria would.Like: If Rome could build them, or garuntee them with the right timing, then those wonders would be much stronger than they are captured. Timing consideration and risk mitigate the benefit. For example producing too many units before you get Assyria's UB means you waste some of it, and too few can cause you to not be able to take it in the first place.
I will concede that Rome is, indeed, cooler.My reaction right now is Rome is significantly “cooler” with this change. Too powerful I think is up in the air.