November 29th, 2015, 11:17
Posts: 23,587
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Yeah, that +100% doesn't mean much unless you are in a position to abuse trade routes: coastal city, delay SM etc. But an empire wide trade route effect could have a massive effect, up to +3 commerce per city per turn. It's a split function wonder though, GM points and trade route effect but it can be used as a shot at a mid game GP for a shrine.
It's a safer change to focus on the latter effect than the former. How about this:
The Temple of Artemis: +100% trade route yield (in building city). +1 free priest. +2 priest slots. +2 Great Merchant points. Requires Polytheism. Cost 250 hammers. +50% production with marble. Obsoletes with Scientific Method.
Reckon that's too much? Maybe lose the trade route yield effect? Or keep the cost at 300 hammers?
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
November 29th, 2015, 11:29
Posts: 23,587
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Joined: Jun 2009
I also need to know of any bugs that have turned up in PB27, but I imagine that it's the lurkers of that game that have this particular knowledge.
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
November 29th, 2015, 11:38
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Even if you have marble it costs 166h (34h cheaper than the GLH, 50h more expensive than the Oracle) for 2c and a free priest (in the end the commerce bonus may rise to what, 10c if you're carthage ?). Even if you want the GP you have to deal with a mixed pool with the GM points unless you heavily invest into awful priest slots. Finally, it's a benefit to your neighbors as it makes its city a better target for a GM cash expedition. So it's probably not too much.
Can you do something about the text for the Agg maintenance bonus ? When you mouse over the maintenance it just tells you TXT_KEY_MISC_TRAITS_MAINT.
November 29th, 2015, 11:42
Posts: 23,587
Threads: 134
Joined: Jun 2009
The Agg thing is hopefully sorted.
Not all wonders need to be mainstream. It's OK for it to be niche, and if people think 250 hammers is OK, then that's fine.
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
November 29th, 2015, 12:20
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250 sounds fine. With marble it would take roughly the same number of hammers as it would in BtS.
November 29th, 2015, 12:22
Posts: 8,786
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Make towns and villages pillagable.
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
November 29th, 2015, 16:36
(This post was last modified: November 29th, 2015, 16:46 by Krill.)
Posts: 23,587
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Not likely to happen.
Edit: Improving over might be, but that's a DLL job and frankly this is just a small XML update.
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
November 29th, 2015, 21:47
(This post was last modified: November 29th, 2015, 21:48 by GermanJoey.)
Posts: 5,648
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The proposed ToA sounds like a very strong, yet still niche, wonder. The trade route fix is ok I guess, although it'd be nice if there was a way to restore it to the full 100% bonus at Compass or Optics or something.
Bugs that I'm aware of in RtR 3.0.0.4: a.) the 100h, 4 culture Moai, and b.) 3 XP planted GGs (is this actually a bug or an unstated design change?)
Additional feature requests:
1.) The MoM should obsolete at Nationalism. You could make it cheaper (400h? 350h?) if people think that's too strong of a nerf. At the very least make it obsolete at Sci Method like every other damn ancient/classical Marble wonder.
2.) Remove CG from Protective. If people think that's too big of a nerf, then give it something else, anything else, but for the love of god please get rid of free fucking City Garrison on defensive units. It is insanely unfun!
And hell, its like like Aggressive gets free City Raider promotions or whatever, just C1. Why does Protective get to have Drill *and* CG? I hate this shit so goddamn much.
December 2nd, 2015, 18:12
Posts: 23,587
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Joined: Jun 2009
Moai is already fixed. GG points...yeah, that's not intentional, and I wish I knew that a few turns ago in PB27
If MoM gets nerfed, then probably should get Obsoleted at Assembly Line.
CG has been discussed before, I don't really see what's changed, although Swords pretty much help make it even more counterable.
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
December 3rd, 2015, 03:10
Posts: 5,648
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Swords help but there's the problem of them going obsolete when you can build Macemen, which is an inferior unit.
Oh, and another thing I forgot to mention. Fucking remove the thing that gives one's initial capital settler a 2h plant, it is a fucking nightmare for mapmakers.
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