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alexman
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Hunt Valley, MD
Jan 1970 time: 00:17
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Cool bug. 
But why do we need an extra penalty for Palace jumping? If you jump by abandoning your capital, then there is already a penalty because you lose your city and its improvements. If you planned it well enough not to lose city improvements, then you paid the price already by not building any improvements in your capital, and you deserve to get the benefits of the jump, IMHO. If you jump with a leader, then you sacrifice a Wonder or Army, so there is an even higher penalty there.
Also, with the C3C corruption model, the Palace jump is much less beneficial.
By the way, pvzh, check the AU mod panel thread.
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bigfatjonny
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In reality goverments often change their centre of government, and monarchy's often change their palaces.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:17
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The maximum is 14g per turn, which happens only after 2500 years. That means you would need to build your Colosseums by 500 BC in order to get that bonus by 2000 AD.
Let's see an example. Say that you build a Colosseum by 510 BC, which is quite early, given other early-game concerns. Then you would be paying 2 gpt maintenance for 1000 years. You would need until about 1100 AD just to break even with the current version of the AU mod (1 gpt maintenance). You would get your full maintenance money back by 1400 AD. That's an pretty long time to wait to get your money back. Still, it's an option you might want to think about.
If you delay building the Colosseum until 500 AD, then you cannot get your money back before the game ends. See the graph below.
Of course, a Militaristic civ would be crazy to build a Cathedral before a Colosseum under these conditions, but I think that's no different than it is for Religious civs now, who would be crazy to build a Colosseum before a Cathedral.
A non-Militaristic, non-Religious civ would probably choose to build a Colosseum as a happiness building early in the game (say, in the BC years), but would probably choose a Cathedral later in the game instead. That's a nice balance, I think.
Attachment: touristcolosseum.jpg
This has been downloaded 173 time(s).
Last edited by alexman on 16-12-2004 at 00:11
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Modo44
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in western Poland
Jul 2004 time: 06:17
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Alright, but what about a massive Colosseum build, if both changes apply (cheap Colosseum, cash-giving Colosseum)? To see what I mean, check your last game with a Scientific civ and count how many Libraries you have built BC. I just did on my part, and it was quite a few. Now, if the same thing was done with Colosseums, and all of them would start giving you cash over time... the effect could be game breaking IMO.
Last edited by Modo44 on 16-12-2004 at 01:57
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:17
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So we agree that the change is no problem for non-militaristic civs, who get full-price Colosseums? Good. 
For militaristic civs, I'm not sure scientific-civ Libraries are the item to compare. Half-price Colosseums are 50% more expensive, and they require 5 techs instead of 3. Also, building the Colosseum in the BC is not really enough. You would have to build it before 500 BC to make any sort of impact (see graph above). I may be wrong, but I doubt you would be able to build more than 5 Colosseums before 500 BC without seriously sacrificing other important early-game priorities.
Finally, note that with a tourist attraction Colosseum, you need to invest gold early in the game (maintenance) in order to get your rewards later. That gold might be used more effectively by upgrading troops and acquiring more territory, for example (especially with militaristic civs), so it is by no means a no-brainer.
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Modo44
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in western Poland
Jul 2004 time: 06:17
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quote: Originally posted by alexman
So we agree that the change is no problem for non-militaristic civs, who get full-price Colosseums? Good. 
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Yes, we do. They'd have too much to lose by investing so many shields early on.
quote: Originally posted by alexman
For militaristic civs, I'm not sure scientific-civ Libraries are the item to compare. Half-price Colosseums are 50% more expensive, and they require 5 techs instead of 3. Also, building the Colosseum in the BC is not really enough. You would have to build it before 500 BC to make any sort of impact (see graph above). I may be wrong, but I doubt you would be able to build more than 5 Colosseums before 500 BC without seriously sacrificing other important early-game priorities. |
Those 5 colosseums would do how much? 50gpt by 1000 AD? Not bad. And, if I use my Philosophy beeline in a more creative way, I'll get more of those and/or earlier. Remember that, even though they are more expensive than Scientific Libraries, the Militaristic Colosseums are still well within reach for big and medium cities. This is the point I am not so certain about, as the recent change to the Colosseum has not been explored in-depth yet.
quote: Originally posted by alexman
Finally, note that with a tourist attraction Colosseum, you need to invest gold early in the game (maintenance) in order to get your rewards later. That gold might be used more effectively by upgrading troops and acquiring more territory, for example (especially with militaristic civs), so it is by no means a no-brainer. |
Pfft, I say to this. In my experience, building those Libraries as a Scientific civ, doesn't hurt me at all. Sure, the benefits are different than those of a Colosseum, but in this case you get the cash back by lowering the lux slider earlier than normal.
But what it really comes down to, is, that I don't consider building upkeep as something to be worried about. In almost all of my civ games so far, the only real problem about city improvements was, that they diverted my production from units. The cash they required almost never became important - if I could build them, I had the gold to sustain them.
However, getting cash from structures can be very powerful, and that's why I see those Colosseums as dangerous. Just think of them as a free Smith's Trading company for Militaristic civs.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:17
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quote: Originally posted by Modo44
Those 5 colosseums would do how much? 50gpt by 1000 AD? Not bad.
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In order to get 5 colosseums give 50 gpt by 1000 AD, you would have to have them all complete by 1250 BC. 
quote:
In almost all of my civ games so far, the only real problem about city improvements was, that they diverted my production from units.
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OK then, what would you rather have by 1000 BC as a militaristic civ? 5 Colosseums or 10 extra Swordsmen? At the very least, it's an interesting choice.
quote:
However, getting cash from structures can be very powerful, and that's why I see those Colosseums as dangerous. Just think of them as a free Smith's Trading company for Militaristic civs. |
And since when is Smith's dangerous? It's a nice Wonder, but not dangerous. With the changes to Armies, Militaristic civs might need such a boost in the AU mod. And it's not really free, you still have sacrifice something significant to build those early Colosseums.
Last edited by alexman on 16-12-2004 at 02:28
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Modo44
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in western Poland
Jul 2004 time: 06:17
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quote: Originally posted by alexman
In order to get 5 colosseums give 50 gpt by 1000 AD, you would have to have them all complete by 1250 BC. 
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Uh, that is early, my bad. How much would they make, if built around 500 BC?
quote: Originally posted by alexman
OK then, what would you rather have by 1000 BC as a militaristic civ? 5 Colosseums or 10 extra Swordsmen? At the very least, it's an interesting choice. |
Yes it is. However, many players will have 10 Warriors and 4 Colosseums, right? I'm talking about a deliberate aim for this, of course. That's something that simply hasn't been explored.
quote: Originally posted by alexman
And since when is Smith's dangerous? It's a nice Wonder, but not dangerous. With the changes to Armies, Militaristic civs might need such a boost in the AU mod. And it's not really free, you still have sacrifice something significant to build those early Colosseums. |
Same goes for Smith's - building a wonder is a lot of shields that could go into units. The point is, every Militaristic civ could get it, so it would be something like a cash-giving Small Wonder, considering the overall effect. Hey, now that I said that, I'm starting to actually like the idea... 
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:17
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I still think halfprice is too cheap for Colloseums. It should be 80 or 90, especially if we're going to grant them this tourist thing. Yes, you won't break even for a long time if you're just comparing maintenance to gpt, but you're still getting a potentially wise investment in content citizens, an advantage which is immeasurable. This is far greater than the Religious advantage, IMO, with the tourism bonus, and on top of the other Mil. traits. Yes, I know, I and others often malign Militaristic (and for good reason), but this really jumps out as a whole new type of advantage for Militaristic. It would really devalue Religious too, which is no longer a particularly strong trait, IMO, and I have seen many pro-Japan arguments centered around its ability to warmonger yet maintain high culture/happiness as well as culture in recent conquests. This change would give that ability to all Mil. civs. Beyond that, increasing the cheap colosseums to 80 or 90 shields would probably increase the number of turns a city that would be likely to be building this by anywhere from 2-8, making the tourism slightly less impactful and also make the decision further strategic.
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:17
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Yes, Rel has one other benefit, two-turn anarchy. This is not relevant to this discussion. And harbours are indeed military. In fact, there are several other Mil. improvements that I didn't mention as they're not too important (coastal fortress is useless, airport is good but comes late in the game, etc.)
I didn't say Cathedrals aren't worth building. I wouldn't say Colosseum is the least built building in the game, but semantics aside, I think you're presuming stock. This is part of the problem, and the confusion. I;m making several comparisons in my arguments, though I'm not sure I'm being clear enough with their distinctions. I'm good with analogies, etc., and tend to have this problem in arguments as people often don't follow (understandably). For example, my comparisons between Mil and Rel and between Mil and non-specified traits has gotten rather muddled, AFAICT. I'll try to itemize my points:
1. Colosseum, under stock rules, is, quite admittedly, on the erge of useless.
2. Militaristic, under stock rules, has no advantages over other civs in terms of either culture nor happiness.
3. Giving Militaristic half-price colosseums would seriously undermine both of the above points.
4. Giving Colosseums a tourism bonus in addition to #3 would further undermine #1 and #2.
5. It is now established, with #3, that, in many respects, Mil has gained characteristics similar to that of Rel. In fact, much like Moonbars appears unclear as to whether or not Harbours are Mil, I've seen many a newb presume that Colosseums are Rel.
6. Though still not as directly advantageous as actually having the both Mil and Rel as one's traits, a Mil civ still now has advantages which are similar enough, under #3, that to have such an advantage with a single trait may be unbalancing, as there is will be another trait to be had. Less importantly, this also reduces the value of Japan.
7. #6, in and of itself, might not be so bad if it were not for #4. Not only is one getting two content citizens for the shield investment of a Temple for non-Rel civs, one is potentially breaking even and eventually making money. This offsets the 2gpt maintenance, which isn't a bad deal in the first place, as two content citizens for 2gpt, per se, would be fine.
8. alexman's most important point, IMO, is that half-price Colosseums produce no more cpt/shield than Temples. This true.
9. However, the idea that one is not gaining any real benefit from the tourism bonus when conquering is not true, IMO. I believe the best strat for any Mil civ (up to Deity, anyway, which, IMO, is good enough) is an Archer rush. Having Colosseums in these conquered cities for the same shield cost as Temples would be unbalancing, not even counting the ones that would also be up in your core.
10. As a result of all of the above, I think the idea, as a whole, is unfair. Colosseums are weak under stock, so giving them a tourism bonus sounds like a good idea, to me. Similarly, Mil is weak under stock and giving it half-price Colosseums sounds like a good idea. Doing both, however, seems unbalancing to me. The Aztec, particularly, would become unstoppable, especially on Pangaea. Vikings would become further invincible on Arch maps.
There, how's a nice syllogism work for everyone? 
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Modo44
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in western Poland
Jul 2004 time: 06:17
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Yup, you are probably right.
Of course, the AI did build Temples in core cities, because Construction is not exactly a cheap tech. But, once it was there, almost all new AI cities would build Colosseums, often as the first structure.
Then, I tried it with the proposal: Colosseum back to 120 shields, but Militaristic. Non-Militaristic AI would build Temples first, Militaristic AI would go for Colosseums in new cities.
It's hard to find out, when those Colosseums become active. Loading archived games, Construction was around from 500 BC (new games, Emperor, AU Mod), to 500 AD (very old, Monarch, stock rules). It seems, that 1000 year old Colosseums should be pretty common. Depending on the game progress, they might even cross the 1500 year mark, making a civ quite rich.
This really needs playtesting, IMO. It's not explored enough, and the Debug games won't help much more.
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