dostillevi
Prince
- Joined
- Sep 16, 2009
- Messages
- 309
Radical idea: Make ancient ruins into permanent features.
1. No more immediate effect from entering a tile containing an ancient ruin. Ruins are not "popped" on entry, they act like any other resource.
2. Ancient ruins can be worked, providing +1 science, +1 gold, +1 culture, +10xp, and a small boost to the trade based tourism bonus to the city in addition to normal terrain bonuses. As a rare tile, these fall between normal resources and natural wonders in terms of desirability. They should be enough to alter city placement strategy.
3. The gold bonus is thematically from selling off ancient artifacts. There could be an event trigger where the player chooses between selling artifacts for an additional +1 gold and no culture, or displaying them for and additional +1 culture, no gold, and additional trade based tourism gain.
4. Thematically, ancient ruins should lose scientific value and gain tourism value over time. This could be accomplished by era and/or by specific research.
5. They could also be removed for a one-time production bonus with Masonry.
6. Once the World Congress is in session, there could be options related to ruins, such as a ban on selling artifacts (no +1 gold anymore, and everyone gets the cultural gain), or a free market mandate forcing countries to allow private sale of artifacts (everyone gets the gold bonus, no one gets the culture or tourism bonuses). Civs might also have diplomatic opinions based on the sale or display of artifacts (the +2 gold or +2 culture), and some civs, or possibly by congress option, may take offense if any ancient ruin is plundered or removed.
7. There could be events related to the buying and selling of artifacts that ostensibly belong to the history of another civ. I'm a little iffy on this one, since it feels more like something you'd see with great works, but I don't want to see a new type of tradable resource like great works (nor do I think this would be possible). Yet, we see plenty of diplomatic disputes and resolutions related to the exchange and pilfering of another culture's ancient history. Maybe during war if an ancient ruin is plundered, that prompts the diplomatic exchange later on?
8. If a city is razed, an ancient ruin should appear there at the start of the next era. Possibly chance based or with an adjacency check to prevent min-maxing or gimmickery.
Also considered having ancient ruins be expiring, so they only last an era or two (perhaps only if they're within a city borders?).
1. No more immediate effect from entering a tile containing an ancient ruin. Ruins are not "popped" on entry, they act like any other resource.
2. Ancient ruins can be worked, providing +1 science, +1 gold, +1 culture, +10xp, and a small boost to the trade based tourism bonus to the city in addition to normal terrain bonuses. As a rare tile, these fall between normal resources and natural wonders in terms of desirability. They should be enough to alter city placement strategy.
3. The gold bonus is thematically from selling off ancient artifacts. There could be an event trigger where the player chooses between selling artifacts for an additional +1 gold and no culture, or displaying them for and additional +1 culture, no gold, and additional trade based tourism gain.
4. Thematically, ancient ruins should lose scientific value and gain tourism value over time. This could be accomplished by era and/or by specific research.
5. They could also be removed for a one-time production bonus with Masonry.
6. Once the World Congress is in session, there could be options related to ruins, such as a ban on selling artifacts (no +1 gold anymore, and everyone gets the cultural gain), or a free market mandate forcing countries to allow private sale of artifacts (everyone gets the gold bonus, no one gets the culture or tourism bonuses). Civs might also have diplomatic opinions based on the sale or display of artifacts (the +2 gold or +2 culture), and some civs, or possibly by congress option, may take offense if any ancient ruin is plundered or removed.
7. There could be events related to the buying and selling of artifacts that ostensibly belong to the history of another civ. I'm a little iffy on this one, since it feels more like something you'd see with great works, but I don't want to see a new type of tradable resource like great works (nor do I think this would be possible). Yet, we see plenty of diplomatic disputes and resolutions related to the exchange and pilfering of another culture's ancient history. Maybe during war if an ancient ruin is plundered, that prompts the diplomatic exchange later on?
8. If a city is razed, an ancient ruin should appear there at the start of the next era. Possibly chance based or with an adjacency check to prevent min-maxing or gimmickery.
Also considered having ancient ruins be expiring, so they only last an era or two (perhaps only if they're within a city borders?).
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