New Version - August 4th (8-4)

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I guess the question is, are luxuries worth enough at +1 happiness?

This also means the happiness policies are really really good now.

Fair enough. I wasn't shutting down the suggestion, mind you, just making sure it is a necessary change to consider.

The divisor is, right now, 5 - I've dropped it to 2. Should make a pretty good-sized difference. We'll see.

G
 
Fair enough. I wasn't shutting down the suggestion, mind you, just making sure it is a necessary change to consider.

The divisor is, right now, 5 - I've dropped it to 2. Should make a pretty good-sized difference. We'll see.

G

What does the divisor do?
 
The Happiness bonus (the number that goes up with higher pops) X the # of controlled luxuries is divided by this divisor.

G

So if I understand, here's an example.

My current pop bonus is 3 (for high pop).

I control 6 luxuries. The divisor is currently 5.

So that's 3 x 6 / 5 = 18/5 = 3.6 ~ 3. So my 6 luxuries would generate 3 happiness total. Is that right?
 
So if I understand, here's an example.

My current pop bonus is 3 (for high pop).

I control 6 luxuries. The divisor is currently 5.

So that's 3 x 6 / 5 = 18/5 = 3.6 ~ 3. So my 6 luxuries would generate 3 happiness total. Is that right?

In addition to their base +1, yes. If I set it to 2, you'll be getting 6. (18/6 = 3)

G
 
Am I the only one who experience a barbarian free map using the 8-4 version? Posted a bug report on Github. I'm using a scenario map. I checked and I have no players assigned to Team 22 (which would normally cause this as barbarians are hard coded as Team 22).

Furthermore I'm having problems with using "Global - City States Gifts (v 4)" with the 4-8 version. It's always worked ok, but now I don't get any gold from meeting mercantile CS.

Should probably note that I'm using CP from 8-5.

\Skodkim
 
Stalker pretty much hit the nail on the head. I'm not saying luxuries needs to be your major source of happiness, but they should be relevant, and at the moment I don't think they are. I pretty much ignore luxuries when settling cities unless the tile itself is fantastic or I have(or get) a monopoly for the resource.
Random idea: there could also be an increase in happiness for the number of luxury resources you have instead of just happiness per luxury resource. Basically, variety boosts the happiness (variety is the spice of life and all that). That would certainly give people an extra incentive to trade, too.
 
Random idea: there could also be an increase in happiness for the number of luxury resources you have instead of just happiness per luxury resource. Basically, variety boosts the happiness (variety is the spice of life and all that). That would certainly give people an extra incentive to trade, too.

Would probably give too big of an advantage to wide gameplay however.
Trading already gives you WLTKD, I'm, mostly saying that the luxuries themselves aren't interesting.
 
Random idea: there could also be an increase in happiness for the number of luxury resources you have instead of just happiness per luxury resource. Basically, variety boosts the happiness (variety is the spice of life and all that). That would certainly give people an extra incentive to trade, too.

That's the way the current model works: # of unique luxuries x the population modifier (divided by the set divisor).

G
 
That's the way the current model works: # of unique luxuries x the population modifier (divided by the set divisor).

G

I don't think that's how he meant.

I understood it as that if you have maybe 5 luxuries they would be worth 1 happiness each, and if you have 10 they would be worth 2 happiness each.
 
I don't think that's how he meant.

I understood it as that if you have maybe 5 luxuries they would be worth 1 happiness each, and if you have 10 they would be worth 2 happiness each.
Yeah, I meant a non-linear ramp-up of their value, making the formula something like (pop * n^t)/d, with n being the number of unique luxuries and t some variable to tune.

But yeah, while it encourages more map play and trade, large empires would probably benefit too much from it.
 
The problem really is the dichotomy between the right step of giving Strat resources deposits of varied sizes, and keeping lux resources at 1 per site.

The solution would be to extend the model of strats into the luxes, and after balancing, it will work marvels with the mods happiness system. I am not sure if it is a nightmare to code, or maybe not, I will leave that estimation to G, but I am pretty sure that this is the perfect solution. ANd it will make luxes as competitive and pseudo-strategic as, well, the strats. It will also un-clutter the map big time.
 
The problem really is the dichotomy between the right step of giving Strat resources deposits of varied sizes, and keeping lux resources at 1 per site.

The solution would be to extend the model of strats into the luxes, and after balancing, it will work marvels with the mods happiness system. I am not sure if it is a nightmare to code, or maybe not, I will leave that estimation to G, but I am pretty sure that this is the perfect solution. ANd it will make luxes as competitive and pseudo-strategic as, well, the strats. It will also un-clutter the map big time.

That'd require a complete rework of the code for non-strategic resources. Blurf.

G
 
Haven't build one since long time ago, but now taking a look in my actual game see that Pioneer cost 960 hammers (same as Colonist), is that right?
 
I've seen that Pioneer cost is corrected in 8-6 version.

As another concern, I think that actual change/nerf to Logistics is pretty big, what about to allow heal at least 5 Hp to non melee?
 
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