席德·梅尔的文明VII

席德·梅尔的文明VII

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The Royal Road - A Persia Rework
   
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9 月 28 日 上午 11:00
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The Royal Road - A Persia Rework

描述
Persia is definitely the most 'nothing' civ in the base game. Meh units, meh improvements, meh traditions, and only one real playstyle. And after Assyria's release, it's difficult to justify picking them even on Xerxes. This rework removes their awkward 'one-note' state by giving them Economic and Stability buffs on top of their military buffs to expand the number of playstyles available to Persia. It's Achaemenid focused (since we have Xerxes) and brings in more aspects of the Persian Empire's trade and governance. Here's all the changes I've made, with my reasons spoiler tagged if you prefer to find that kind of thing yourself.

Main Ability

Royal Road

The Capital gains +5 Gold for every connected Settlement.
(The playstyle I was going for was Wide-Gold focused. Persia wants to expand their economy by having lots of Settlements, either settled or conquered. One of the fitting things about base Persia is the settlement limit buffs so I've kept those, it feels right for the largest Empire up to that point.)

Unique Improvement

Pairidaeza

+1 Culture, +1 Gold. Gains +3 Happiness for each adjacent District or +3 Culture for each adjacent Wonder, but loses -3 Gold for each adjacent District or Wonder. One per Settlement.
(Helping you in your journey to beat the settlement cap is the Pairidaeza. I've moved them away from being a spam-everywhere-low-yield improvement and into a one-per-settlement, high yields, 'mini wonder' almost. These flourishing gardens in the middle of the desert were an expensive symbol of Persian power and opulence. You can get big boosts of Happiness creating these in built-up Urban centers, helping you keep important cities like the Capital productive while the rest of your settlements suffer overextension or war weariness. Use paradise gardens to keep your Empire stable, but careful not to divert too much Gold into these passion projects.)

Unique Units

Hazarapatis

Persian Unique Commander. Starts with the Initiative Promotion. While within the Command Radius, Units who land a killing blow heal 15 HP for every Hazarapatis you have trained.
(I didn't remove anything from the base game Hazarapatis (I get Initiative on all my Commanders anyway) but I moved the Immortal heal-on-kill skill here so you can scale it throughout Antiquity. Once you get 4-5 Commanders this starts getting insane - invest heavily in more Hazarapatis to have soldiers that heal to full health after every kill.)

Immortal

Persian Unique Infantry Unit. Has a 1-tile ranged attack. When this unit is destroyed for the first time, it respawns in the Capital with 50% HP.
(I gave the Immortal a short-range, slightly weaker attack for flavour (THEY'RE CARRYING BOWS! THEY'VE GOT AN ANIMATION FOR SHOOTING!!) but found it actually works really well with the heal-on-kill effect. Sometimes the heal is useless since the damage you took in the fight was the same you healed from the kill - this way you can make a weaker attack to finish off a wounded unit if you really need that heal. Or just use it to rp that arrow scene in 300. The respawn is just fun and thematic and makes AI Persia a lot more scary. In a perfect world I'd just have that Immortal-Reborn event retrigger every time one dies but the Mausoleum effect was easier.)


Persian Civic Tree

Spada

-1 Maintenance for Units. (Unchanged)

Gate of all Nations unlock
(Moved this to the first civic cus of how early it unlocks. This is mostly for player comfort since the AI never builds this one anyway)

TRADITION - Xvarnah: +3 Gold for every Commander XP earned.
(Allows you to get money out of early barb fights and war, meaning you can focus prod on military and buy up those early buildings / settlers you missed out on. Keep in mind this will stop being useful once barbs only give you +1 XP so rotate it out then back in to profit from wars.)

Satrapies

Pairidaeza unlock

TRADITION - Satraps: Settlements gain +0.5 Gold for each Rural population. Doubled in Conquered Settlements.
(Combining the old Angarium (+3 Gold in Towns) and the old effect for +5 Gold in conquered settlements to make them more interesting for the player, while still playing into the 'sprawling empire' theme. Scales nice as a Tradition too for when you lose your other Economic benefits in Explo)

Satrapies II

+1 Settlement Limit (unchanged)

+10 Land Trade Route Range
(Another little Economic benefit / olive branch to Achaemenid Xerxes. Mirror of Aksum's ability for +10 Sea Trade Route Range, so you can play up the Silk Road angle.)

TRADITION - Angarium: +1 Influence per Trade Route. +3 Sight on Trade Caravans and Trade Ships.
(The Angarium was a postal and communication relay service along the Royal Road (which we already represented with their civ ability), so this Tradition plays up the intel and communication angle. It was a Herodotus highlight and directly inspired the famous Roman and Mongol postal systems so its a bit of a shame its so boring in base game. The tiny influence bonus doesn't do much, it's mostly so you know how many Trade Routes are being affected. The real bonus is the sight range which turns every Trader (and Merchant unit for some reason) into Scouts. Use this to keep tabs on foreign empires and keep an eye on the known world. It really shines in Exploration to turn international trade into exploration, or as a Mongolian Yam style spy network to keep tabs on enemy reinforcements. And if all else fails it works on Merchants too (which are invincible) so go Marco Polo some strategic spots.)

Achaemenid Empire

TRADITION - Hamarana Council: +3 Combat Strength for all Units.
(Their old Civ ability mixed with the old Shahanshah effect for players who liked this aspect of Persia. Gels nicely with KoK Xerxes.)

TRADITION - Shahanshah: +2 Happiness from Slotted Resources, doubled in Conquered Settlements.
(Moving away from 'King of Kings' being strictly about conquering and broadening it to be more about ruling over many different groups of people under one empire. This draws on the tolerance of Achaemenid Persia, uncharacteristic for that point in history, examples like Cyrus the Great 'conquering' Babylon without a fight and allowing them to worship their god, freeing the Jews and helping them rebuild the temple, etc. The base game goes a bit Xerxes-crazy with the Battle of Thermopylae theming so this and the Pairidaeza should help bring in some of the Cyrus / Darius enlightened despot stuff. This is intended as the 'centerpiece' tradition (like Shell-Tempered Pottery for Mississippi) so it does err on the strong side. Use it to go over your settlement cap even further or build a fantastic and complicated system of governance with constant celebrations. This also dovetails nicely into Exploration picks - the Happiness helps Abbasid with specialists, the Conquer bonus stacks nicely with Mongolian Gerege, etc.)

Achaemenid Empire II

+1 Settlement Limit (unchanged)

+5 Combat Strength for Immortals under 50% HP
(Just means low health Immortals fight as if they aren't injured like civ6 Samurai, making it easier to pull off kills to heal them back up. The Settlement Limit is the main draw here so I didn't add anything too crazy.)

Check out Discussions tab for a list of recommended Leaders to try out with new Persia.
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9 月 29 日 上午 4:52
Recommended Leaders
Renouf
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levus7042 2 小时以前 
Nice. Can't wait to try this, your Rome rework was also great.
Renouf  [作者] 9 月 30 日 上午 9:34 
@skaz88 Yep! Got a Norman rework that's 99% done. I went through some other reworks i had planned in the comments of my Rome rework!
skaz88 9 月 29 日 上午 8:00 
Do you have other reworks planned?