Posts: 8,786
Threads: 40
Joined: Aug 2012
If it wasn't for all the buildings that give culture now it'd be pretty strong. How about it gives the totem pole and 10 culture to pop borders straight away?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Posts: 23,587
Threads: 134
Joined: Jun 2009
It's possible to make it give a mini culture bomb of whatever number culture you want, or the building, but not both.
I'm not sure how I feel about the culture bomb, because then you could just dump 10 scouts into a city to get 40% borders and that feels really abuseable.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 6,063
Threads: 54
Joined: Apr 2012
Can you make a building culture bomb? If so you could give the 10 culture bomb to the monument so it can’t be repeated with multiple scouts. If not the hammer cost of 10 scouts would still cost much more than the cost of walls for less defensive strength.
Could give the scout UU sentry + medic 1 (or woodsman 3 for 15% healing) in addition to a build monument charge. that would give it a longer useful life.
Posts: 23,587
Threads: 134
Joined: Jun 2009
I do not believe it is possible to give a building a culture bomb effect after checking the XML. It is not the defensive strength, but the borders. That's the problem with it.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 12,510
Threads: 61
Joined: Oct 2010
(March 16th, 2019, 12:42)Krill Wrote: It's possible to make it give a mini culture bomb of whatever number culture you want, or the building, but not both.
I'm not sure how I feel about the culture bomb, because then you could just dump 10 scouts into a city to get 40% borders and that feels really abuseable.
If the mini culture bomb works like in FFH (which I think is likely) then a mini culture bomb also lets you skip the anarchy period on conquest and create insta-borders.
EitB 25 - Perpentach
Occasional mapmaker
Posts: 23,587
Threads: 134
Joined: Jun 2009
Yeah, and when you get down to it, giving all of that to one civ isn't on. Having a unit be able to place a 1 culture per turn building into a city on the turn it is founded is basically the benefit from spreading a religion, minus the shrine. The mini culture bomb is basically a great artist effect whenever you need it, without the GPP cost. The building is fine, even if it is almost novel in terms of what RtR and BtS have, but a culture bomb is beyond that and into FFH land (thank you for the reminder Mardoc).
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 23,587
Threads: 134
Joined: Jun 2009
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 7,602
Threads: 75
Joined: Jan 2018
I would like to propose the following for the Native Americans:
Quote:Hunting/Agriculture UB: Totem Pole, monument replacement, available at Archery, +3 XP to archery units. UU: Tracker, scout replacement, Woodsman 3, can create totem poles
I changed Fishing for Hunting first because it makes the starting techs a little bit stronger and second because it opens up archery immediately. With your proposed changes to starting techs archery is a little bit more expansive then the starting techs, but this straitens the archer theme similar to what you did to Mongols and archery is still very cheap.
I like Cornflake's idea of adding something medic related to the scout. This is a unit which is not present at the moment. I like the Woodsman approach more as it also helps in the beginning with scouting. The create totem pole would not be a one-shot.
Posts: 8,701
Threads: 92
Joined: Oct 2017
pretty sure it can only be easily coded as a "one shot"?
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Posts: 23,587
Threads: 134
Joined: Jun 2009
Archery isn't more expensive than the start techs, it is base 40 and benefits from the 1.2 prerequisite modifier, whereas all the start techs are base 45 with no modifier.
I don't have a problem with the tech changes though. If people think that is reasonable then we can go with that implementation, except for the one shot totem pole bit. That is built into the code, it's always one shot.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
|