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[Rework] Why isn't the Astronomy House a Religious District?

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2 years ago
Jan 7, 2023, 11:46:57 PM

Currently the Astronomy House offers:

  • -10 Stability
  • +3 Science per adjacent Farmers Quarter
  • +1 Food per Researchers
  • +1 Science per Researchers
  • +1 Researchers Slot
  • Count as "Farmers Quarter"
  • Count as "Research Quarter"

It makes sense (to me) the fact that the game is trying to represent the Babylonian "priest-scribes" as researchers, but not so much the fact that they are related to the food generation; shouldn't it be tied more on religion? Here is a mine version of how a rework of the district might look:

  • Exploits Food
  • Exploits Science
  • +1 Science per Researchers
  • +1 Faith per Researchers
  • Count as "Religious District"
  • Count as "Research Quarter"
  • (Unlocks in Calendar)



In my mind other districts that should count as Religious Districts (but I understand that many of this arent so because of gameplay reasons) should be:

Egyptian Pyramid, Meroe Pyramids, Olmec Head, Scriptorium, Jama Masjid, Pyramid of Giza, Taj Mahal.


References: [Babylonian astronomy]


Updated a year ago.
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2 years ago
Jan 9, 2023, 9:04:41 PM

I think the Astronomy House (and the Egyptian and Meroe Pyramids, and the Olmec Head) don't count as religious districts because Humankind seems to have a policy of religious districts only appearing in the Classical Era.  The Caralan Plaza is now the earliest district to generate faith, but isn't a religious district.


Scriptorium and Jama Masjid, not sure.  The Masjid especially should be one, but it's already a very strong EQ so maybe it's just kept from being one for balance purposes.  Maybe the argument for the Scriptorium is the same as the Blgarian Knyaz Library: It's where religious texts are stored but not an active place of worship?


I'm hopeful that in a future release, we see more detail given to faith and consideration for Ancient-Era faith and religious districts.

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2 years ago
May 3, 2023, 4:53:55 PM

Guys, yeah, I think that the Astronomy House/the Babylonians should receive a buff. Its very hard to use their strategy of their EQs surrounded by farms since they don't have any production bonus and, since I have to put my available people in the Farmers/Scientists places, I can't receive Industry either from Workers. In addition to this, Astronomy House is also weaker than a normal Farmers quarter in terms of adjacency and their UA affects me little (I am already obtaining Science from Farmers and Scientists. It's nice having an additional passive income, but its not that effective in practical terms). How do you find with their playstyle? I rate them a quite low-tier culture and I usually avoid picking them; I like their Food-Science synergy (that's almost redundant), but they lack of the other yields.





Updated 2 years ago.
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2 years ago
May 3, 2023, 5:20:28 PM

I was thinking of playing as the Babylonians just the other night, but had "too much" coastline and so I went Phoenician instead.  I keep remembering that they're weak, but on paper the Astronomy House should be a solid quarter; treat it like a Farmers Quarter that also adds science and it should be solid.  It exploits food, so you can build it towards your city's pastures right from the get-go.  It sure would be nice if it provided even +3 as a baseline, without requiring an adjacent farmer's quarter.


Since the game started, the devs have boosted a few Ancient cultures — the Hittites, the Olmecs, the Phoenicians — so I have to assume that whatever metadata they're getting fom playstyles, the Babylonians are at least competitive.  I'd value them as the third-best scientific culture for the ancient era behind the Zhou (best with the right terrain) and the Sumerians (second best, but consistently good science).  I think the Babylonians would benefit from just a little extra bump to help their science right out of the gate, like the +3 science on the Astronomy house that I suggested earlier, or a small, diminishing boost to their LT like "+5 Science on Capital" or "-50% Discount on first 3-6 Technologies" to make them shine as the eras only Science culture.


Additionally, as the only ancient Science Affinity culture, they're in a position to farm stars for longer than some other cultures are.  I'll sometimes run into the problem where I have no more techs to research in the ancient era (esp. as the Zhou/Sumerians, but occasionally as others), but the Babylonians can start researching Classical techs while they finish off those Ancient stars, and that's a subtle but useful benefit.

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2 years ago
May 3, 2023, 6:28:38 PM
RedSirus wrote:
Additionally, as the only ancient Science Affinity culture, they're in a position to farm stars for longer than some other cultures are.  I'll sometimes run into the problem where I have no more techs to research in the ancient era (esp. as the Zhou/Sumerians, but occasionally as others), but the Babylonians can start researching Classical techs while they finish off those Ancient stars, and that's a subtle but useful benefit.

But for that Strategy I would focus mainly on Production, ignoring the supposed strategy of the EQ. I find Unclear their playstyle. Should I focus on Food and Science as promoted by the EQ, but renounce to use their Scientific ability since I wouldn't have any occasion to develop my industry, or should I completely ignore it and just aim to use its ability?

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2 years ago
May 4, 2023, 11:50:37 AM

Btw, the Astronomy Houses ARE religious districts in the VIP mod, but I digress.


The best way to use babylonians IMHO is to find a point where 3 territories intersect, plop one outpost nearby, and make a triangle of astronomy houses. Then you simply ignore food and research until the Medieval as that triangle (plus your boosted pops) is more than enough.


EDIT: also when picking Babylonians go for industry per pop with the neolithic trait

Updated 2 years ago.
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a year ago
Jul 26, 2023, 6:38:21 PM
A1y0sh4 wrote:

It makes sense (to me) the fact that the game is trying to represent the Babylonian "priest-scribes" as researchers, but not so much the fact that they are related to the food generation; shouldn't it be tied more on religion? Here is a mine version of how a rework of the district might look:

  • Exploits Food
  • Exploits Science
  • +1 Science per Researchers
  • +1 Faith per Researchers
  • Count as "Religious District"
  • Count as "Research Quarter"
  • (Unlocks in Calendar)

I've modified a little my proposal. In the meantime, I would also suggest devs to buff a little Babylonian's LT (+2 Science on Capital per researched tech doesn't affect too much the early game and, from the middle one, it basically doesn't affect it anymore) to something like +3 Science on Capital per researched tech (at least) or, maybe, giving a +5 Science and +5 Stability on Capital per Enacted Civic (to imitate a sort of Hammurabi's Code)

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