Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,725
Okay. You do it, then.So do admit you prefer to stay ignorant in that matter? Having this information could help make a better decision about it.
Okay. You do it, then.So do admit you prefer to stay ignorant in that matter? Having this information could help make a better decision about it.
Counterproposal:Adding this to the pile. Today I learned that the shared religion tourism bonus does not work even if you completely convert another civ....as long as that civ has founded a religion. I think that's silly, no other tourism bonus do you get to ignore "just becaus eyou don't want to". And religious founders tend to be cultural leaders in the game anyway.
The bonus should work like any other, you do the work of converting themn, you get the bonus. If they convert back, you lose the bonus. simple as that.
tourism modifier with a foreign civilization for each city that civilization owns that is converted to your religion.
Tourism modifier
tourism modifier per city.
tourism modifier is already how Franchises work, and we already have WC votes from religious authority that scale based on converted cities, so none of this is new concepts.
, requires horses
CS (+4 from Knight)
moves
, requires horses (+10 from horseman, but still -25 below war elephant)
CS (+2 from Horseman and -1 from Elephant)
moves (same as Elephant)
, 26
RCS, 1 Range (+3 CS/+2 RCS from Galleass)
Moves
31
, 2 Range (+1
,1
from Musket)
(down from 500
)
33
, 1 Range (Commandos have 32:c5strength)
moves
(currently 600. 125 cheaper than Fusilier, 100 more than Lancer)
Culture, +1
Science and 15% towards a random
Great person in your capital whenever a
Historic event is triggered
2
2
to
Trade Routes to or From this City
Trade Route to another civ triggers a
Historic event (same as Caravansary/Harbor, but 60% as strong)
Trade Route Range
to Spice and Sugar
Faith purchase costs. Can purchase unlocked
Great People with
Faithin Classical
2
for every 3
in the city
religious unrest
Trade Routes originating in this City
to Incense, Wine, and Amber
Faith purchase costs. Can purchase unlocked
Great People with
Faithin Classical
2
and
for every 4
in the city
to
Trade Routes to or From this City
Trade Routes originating in this City
to Spice and Sugar
Culture and +1
Science in your capital whenever a
Historic Event occurs. Whenever a City adopts your Religion for the first time, a Historic Event is triggered. Cities gain 10% of their
City Defense as
Faith each turn.
2
for each adjacent neutral Tile
and 1
for each adjacent tile owned by a different Civilization (includes City-States)
at Steel
at Chemistry
at Military Science
at Electronics
at Stealth
Influence degrades at half and recovers at twice the normal rate. +5%
Combat Strength of owned and Allied Units for each
City-State alliance (up to +25%). Treat neutral
City-State territory as friendly territory.
Influence decay.
Combat Strength of owned and Allied Units for each
City-State alliance (up to +40%).
City-State territory as friendly territory.
3
poverty
for TRs to and from this city
in this city for all TRs targeting city-states on empire
Gold in this city is converted to
Science
Gold to
Science converter
production modifier would hurt his uniqueness.
Trade Route grants +150
Science and
Food to the origin City if International, or
Culture and
Gold if Internal. Bonuses scale with Era.
Influence with
City-States starts at 40. Yields from Friendly and Allied
City-States increased by 100%. +25% to
Combat Strength of Allied
City-State
Capitals. +10 Experience to Units gifted by
City-States.
City-States doubled. +10
Influence from Diplomatic Missions.
Combat Strength of Allied
City-State
Capitals is basically useless. It doesn't affect you. It only manages to make tributing your allies a little harder for enemy civs. Otherwise it's a non-factor
Influence is an ultra-early steroid, but it is a 1-off bonus that has no lasting impact. It just gets you some early quick yields from meeting CS and then doesn't do anything ever again. A bonus that has impact for the whole game would be much better
Faith.
Food for each Follower of your primary Religion in a City.
Unhappiness from Religious Unrest.
Faith, and spend only 1 spread action to Found a Religion, Enhance a Religion, or build a Holy Site.
Food in this city for every follower of its primary religion.
for Harappan Reservoir is now just any religion. It doesn't have to be your majority religion. It just scales off whatever is the biggest religion in that city.
food bonus, scaling with followers, but now it's off the UA, freeing up space. It is also slightly more flexible, allowing you to get the bonus on a converted city. India is a very pluralistic society, so it makes sense to allow them to benefit from multiple religions.
Combat Strength for each subsequent attack against a single target during a turn.
War Weariness.
Combat Strength for each subsequent attack against a single target during a turn.
War Weariness.
Gold or
Culture gain 1 more for 1 turn for each
Citizen you kill.
per turn)


Combat Strength bonus when fighting in friendly territory.
Combat Strength bonus when fighting in friendly territory.Commandos upgrade into Paratroopers, who have +10 CS and can paradrop, so it seems worth it to upgrade.A commando minuteman that has a ranged attack only as long as you keep them commandos runs into the same problem as keshiks and camel archers did in vanilla and zeppelins in VP. (rip zeppelins, my favorite unit). You build a bunch of them because they are really nice, but they become significantly less nice once you upgrade them. So you keep them around until they deal only 5-10 damage a hit and die to anything.
Influence with
City-States starts at 40. Yields from Friendly and Allied
City-States increased by 100%. +25% to
Combat Strength of Allied
City-State
Capitals. +10 Experience to Units gifted by
City-States.
City-States increased by 200%. +100% to
Combat Strength of Allied
City-State
Capitals.Very good idea, I really like @Hinin 's swap and your own interpretation.Inspired by this mod, which swaps Byzantium and Arabia's UAs
It's still a bad battle unit regardless. Its role is to spot, pillage and maybe help flank, but its attack and defense are both terrible.Commandos upgrade into Paratroopers, who have +10 CS and can paradrop, so it seems worth it to upgrade.
Siam UA change:
Current UA:
Influence with
City-States starts at 40. Yields from Friendly and Allied
City-States increased by 100%. +25% to
Combat Strength of Allied
City-State
Capitals. +10 Experience to Units gifted by
City-States.
New UA:
Yields from AlliedCity-States increased by 200%. +100% to
Combat Strength of Allied
City-State
Capitals.
Rational:
- Siam's UA have a lot of tacked-on bonuses. +10 xp to units gifted by city states is useless because of how rare this is. 40 starting influence gets you a whopping 5 turns of bonuses when you first met a city state. Both are very inconsequential and quite bland.
- The new UA honed in on Siam's niche of buffing city states. This gives incentive for Siam to gift units to city states beyond fulfilling quest. These buffed-up city state units are now a real threat instead of the mild annoyance that they currently are.
- Open interesting scenarios where Siam can effectively wage proxy wars using its city states. Placing spies in allied city states to prevent coups.
- The buff to 200% is to make the UA feel impactful. This should make Siam more competitive with others in terms of yields.
- Dropped the bonus from friends. The new UA gives a lot of bonuses to allied, so if you want it, you have to go all in and get allied status.
In short, the new UA aims to trim the fat and buffed up the meat!
City-States increased by 100%.
Combat Strength to Allied or Pledged to Protect
City-State Units (stackable).
Capital gains +1
Science and
Culture, and 15% towards the progress of a random
Great Person.
2 
Land Trade Route range
Land or Sea Trade Route from this City is completed
Faith per city pretty much guarantees founding, and 2
is only beaten by Walls of Babylon in the Ancient Era.
Trade Route completion has always been a major factor of
Tourism gain. For Arabia, each of them is stronger than the one you get by producing a
Great Person. Compared with other civs, each Historic Event from TR is also significantly (at least 40%) stronger.| Other TR buildings in City | Relative Historic Event strength with Bazaar | Relative Historic Event strength without Bazaar |
|---|---|---|
| None | 6 | 0 |
| Caravansary/Harbor | 16 | 10 |
| Caravansary/Harbor + Zoo | 21 | 15 |
Tourism source throughout the game.
2
2
=> 3
1
1 
I thought we were playing Civilization, the theme still a little important if not as much playing chess.it just because it's "thematically better".
of a unit ? Actual viking promotion do it on pillaged tiles, just want to know if it would be possible everywhere.Highly impossible.Is it possible coding-wise to have numerous possible upgrades for a unit (ex : spearman into pikeman OR longswordman)?
Supply: not sureCan a unit use more supply / strategic/upkeep ? I highly suspect yes for strategic, don't know for supply nor upkeep thought.
In the era of Artillery units, I can’t see an I upgraded Commando doing much of anything, I agree.It's still a bad battle unit regardless. Its role is to spot, pillage and maybe help flank, but its attack and defense are both terrible.
New UA:
Yields from AlliedCity-States increased by 200%. +100% to
Combat Strength of Allied
City-State
Capitals.
[…]
- The new UA honed in on Siam's niche of buffing city states. This gives incentive for Siam to gift units to city states beyond fulfilling quest. These buffed-up city state units are now a real threat instead of the mild annoyance that they currently are.
- Open interesting scenarios where Siam can effectively wage proxy wars using its city states.
2. +25%Combat Strength to Allied or Pledged to Protect
City-State Units (stackable).
Combat Strength bonus affects his allies (or at least claims to). So if you want to pull that bonus off Greece and give it to Siam then okay, but I don’t think Siam and Greece should both have 95% identical CS boosting bonuses.Yeah we do. We changed Sweden from a diplomatic civ to a war civ in VP by basically giving them pieces of China’s vanilla UA. If the theme is better, and it gives us some good design inspiration then it’s totally fair game.There's nothing balancewise wrong with Byzantium's kit, and we should not change it just because it's "thematically better".
Maintaining 10 PoPs is as easy as maintaining one PoP, so this bonus is binary.maintaining 10 PoPs is much harder and so it makes the combat bonus more interactive, rather than feeling automatic
I have to contest this. Huns only reach parity with Shoshone after 16 tiles (ie. 8 border growths, assuming the adjacent land claim triggers every time). Also, Huns have a way to direct Border Growth (and thus the double claim) using Ekis, and is one of the main benefits to Ekis. You're not suggesting porting this over to encampments, and regardless, it would both overencumber the UI and not work as well due to the NoTwoAdjacent requirement.The Shoshone UA is called Great Expanse, but the Hunnic tile claim bonus is stronger (it claims more tiles faster)
Have you tried the Hunnic border claim? It does not work how you describe. It claims EVERY adjacent neutral tile of the same type. A single border expansion event can give you up to 5 free tiles. Within 3 or 4 border expansions you will almost guaranteed have more free tiles than the Shoshone’s static 8.I have to contest this. Huns only reach parity with Shoshone after 16 tiles (ie. 8 border growths, assuming the adjacent land claim triggers every time).
That’s why I added this part:Also, Huns have a way to direct Border Growth (and thus the double claim) using Ekis, and is one of the main benefits to Ekis. You're not suggesting porting this over to encampments, and regardless, it would both overencumber the UI and not work as well due to the NoTwoAdjacent requirement.
I agree that training and teaching the AI to use the tile expansion is too hard for too little gain. I don’t think they use it adequately on the Huns already. I first suggested that maybe Shoshone recon units could “train” the shoshone’s tile claim onto them when they stand on unowned adjacent tiles, but to get the AI to use that effectively requires teaching the UA an entirely new unit management and tile valuation system. It basically requires reverse-engineering recon mission logic and tile valuation, systems that the AI already has.Notes:
I would suggest the following changes be made for the UA tile claim bonus to work better:
- Tile claim AI only picks the best tile to expand to when this trait ability is active, instead of randomly picking from the top 3
- AI's Tile valuation adds the value of adjacent tiles of the same type when choosing a tile to claim if this trait ability is active.
I agree that we should pull that from Greece. You're going to change him to a pledge civ, and he should be the protector of the weaker CS units.Greece’s stacking global %Combat Strength bonus affects his allies (or at least claims to). So if you want to pull that bonus off Greece and give it to Siam then okay, but I don’t think Siam and Greece should both have 95% identical CS boosting bonuses.
I see the proposed Siam as a peaceful diplo civ actually. Perhaps I should change the 3rd ability to "Friendly City-States do not follow when their allied Player declares war on you"?IMO, we already have 2 civs that are more hybrid War/Diplo with Greece and Germany. Austria is hybrid Culture/Diplo, and Siam is the only civ we have that is sort of “pure” Diplomatic, with no explicit secondary focus. It’s also the most basic civ, aside from its weird, weak bonuses that don’t affect the game much. It’s kind of like the “Poland” of Diplo civs, acting as an easy introduction to the mechanics. I think that’s a good niche to have, and so I don’t see Siam getting more complicated or crowding into German/Greek design space as a good thing for the civ roster overall.