Tsikhe, something I'm missing?

Softly

Warlord
Joined
Aug 25, 2017
Messages
260
This UB seems so incredibly underwhelming. You have to build ancient, medieval and renaissance walls to get +3 faith and comes into play at the renaissance era at the earliest. Only real synergy I see is with the +100% faith from declaring protectorate war. Is there something I'm missing here, seems like a missed opportunity to do something cool with the games first unique walls.

Also can someone please clarify the tourism and monarchy housing bonus to walls please. If you have ancient and medieval walls do you get +2 or +3 (1 from ancient and 2 from medieval).
 
This UB seems so incredibly underwhelming. You have to build ancient, medieval and renaissance walls to get +3 faith and comes into play at the renaissance era at the earliest. Only real synergy I see is with the +100% faith from declaring protectorate war. Is there something I'm missing here, seems like a missed opportunity to do something cool with the games first unique walls.

You are right. It is very weak in most cases. I would only go for it if i wanted to massively spread my own religion. walls are not really expensive production wise. Ancient and mideaval walls take few turns do, with the right government and policies. They are about useless in many cases do but i still go for it.
 
Since civs are balanced holistically, if the other elements are strong, then the UB has to be weak to balance it out. But it is cheaper to build, so that's nice.

With Monarchy, you get +1 Housing for each level of walls. So Ancient walls gives you +1, Medieval walls gives you +1, and Renaissance walls gives you +1, for a total of +3 Housing. It can be useful for burgeoning cities prior to getting neighborhoods.

You get Tourism from walls at Conservation. It adds up similar to how the Housing works with Monarchy.
 
I think it would've been more interesting if the Tsikhe didn't require Medieval Walls to build. They might still be weak in that case, but at least they'd have something unique going for them rather than just some faith.
 
i would still go monarch with them to build them. because why not?

i'm guessing that the GA power is so strong that you don't even care the building isn't that great.
 
Maybe it's a bit weak. So what?

The question is whether it's too weak to ever even build. I'll build ancient walls to get the firing, but I hardly ever build the next level of walls, because in almost every case, it's better to build a unit if you want better defense.
 
They're mostly designed to help with roleplaying I think, rather than for true gameplay power. The free faith should be nice though and will add up once you have a good amount of cities. The reduced cost is also good.

Thankfully we'll soon be able to see for ourselves how strong Georgia is :D
 
The question is whether it's too weak to ever even build. I'll build ancient walls to get the firing, but I hardly ever build the next level of walls, because in almost every case, it's better to build a unit if you want better defense.

A simple solution would be if they capped the strength of the city attack by the era of the walls. So, ancient walls couldn't ever have a city attack strength greater than provided by Archers, medieval walls couldn't be stronger than Crossbows. Renaissance could be uncapped to encourage building them or set no greater than Field Cannons for consistency, with urban defences uncapped.
 
The question is whether it's too weak to ever even build. I'll build ancient walls to get the firing, but I hardly ever build the next level of walls, because in almost every case, it's better to build a unit if you want better defense.
Yeah, then that sounds like a problem with classical/renaissance walls, not with these unique walls in particular.
 
Since civs are balanced holistically, if the other elements are strong, then the UB has to be weak to balance it out. But it is cheaper to build, so that's nice.

The problem with this logic is that, while Georgia as a whole may be balanced, it might still be optimal to completely ignore walls. I always play around a civs abilities for role playing reasons but that is lazy game design.

So many cool things they could have done with their first unique walls. Increased ranged strength. Double tourism of walls. Faith bonus on range attacks. +2 Faith to all tiles adjacent to city. +1 Faith per every 5 city state envoys or +2 faith for every suzerain. Even just making it +5 faith would be boring but at least make them worth building. +3 faith in the renaissance era for something that requires alot of build up investment just seems like a wasted opportunity.
 
Yeah, that sounds like a terribly boring UB. Very little faith at such a late time. They could've done something a little more interesting with it at least. It makes me not want to play as Georgia.
 
Since civs are balanced holistically, if the other elements are strong, then the UB has to be weak to balance it out. But it is cheaper to build, so that's nice.

Uh, Georgia vs Zulu? Sorry, but I define "balancing" as something else :)
 
A simple solution would be if they capped the strength of the city attack by the era of the walls. So, ancient walls couldn't ever have a city attack strength greater than provided by Archers, medieval walls couldn't be stronger than Crossbows. Renaissance could be uncapped to encourage building them or set no greater than Field Cannons for consistency, with urban defences uncapped.

Huh. I had been assuming that this is the case. That probably explains why I build higher-level walls while others don't.

Can this be modded?
 
Huh. I had been assuming that this is the case. That probably explains why I build higher-level walls while others don't.

Can this be modded?

I don't know about modding that specific thing, but it'd certainly be easy to make walls increase city bombard strength. Currently, I believe the city bombard strength scales with the ranged attack power of the strongest ranged unit you have produced (much like the garrison defense strength scales with the strength of the strongest melee unit you have produced).
 
It is an underwhelming and boring UB for sure, it has no synergy with any other bonus of Georgia, I started my first game with Georgia and couldn't care less about the building
 
It is an underwhelming and boring UB for sure, it has no synergy with any other bonus of Georgia, I started my first game with Georgia and couldn't care less about the building

Right? I spent all of 30 seconds and came up with 5-6 better ideas. Would be so easy to do something like +2 faith per suzerain or +4 faith that doubles in a golden age, and it would give some interesting synergy with Georgia's other abilities.
 
I think the higher levels of wall do just need some extra pizazz. I'd like to see the Medieval Walls replaced with a Castle building, that gives some yield (gold, culture), loyalty or some other interesting effect, besides the defence boost. After all Castles were there to defend the lords from the peasants as much as they were from foreign invaders.
 
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