Thalassicus
Bytes and Nibblers
Specializing cities is fun! I also believe rewards should match challenges.
When the capital is automatically better at everything, we obviously build all the wonders and best buildings in the capital. It's not a hard decision. This supports moving yields out of the capital. However, we must have some initial yields for research, policies, growth, and border expansion. These conflicting goals of specialization and initial yields are difficult to put together.
In the past I dealt with this problem by moving some yields from the Palace building to national yields we get for free. I also tried slightly increasing the yield of all cities, but this risks making undeveloped cities too good, which is a problem for the goal of rewards matching challenges. These were not an ideal solutions. I believe making these yields come from a visible, physical source will make it more understandable and realistic. Balancing the game is also easier when we don't just have lots of free stuff right away.
I'm experimenting with ways to meet these goals better in my test games. I expect to have an initial version ready for the Gem v1.13: Economy update.
=== UPDATE ===
I'm cautiously trying out things with this topic. Gem v1.13 includes two changes.
The most pressing problem was early national happiness. Starting with lots of happiness disrupts balance of golden ages and some policies. Ironically, some people also felt happiness was too low for early expansion.
Our first 3 cities now cost no national unhappiness. I did this with a new cheap maintenance-free building we can construct three times. It gives 4 to offset the 4 per city. The Liberty opener automatically gives this building to our first 3 cities. We also get 8 national happiness from our capital. This gives us lower happiness on turn 0, and more as we progress through time.
I experimented with moving some of the other free national yields onto the 3-copy building. I tried various arrangements... shifting it all to the building, leaving some national, more copies, less copies. Every setup I tried caused serious balance issues with other parts of the game. I feel I'm on the right track, but will need more time to think about it. I like how starting yields mitigate the effects of big swings of random luck in the super early game, like from weird terrain or abnormally large numbers of ancient ruins. I don't want to win on turn 10 from crazy good luck.
To support the goal of rewards matching challenges, I moved some previously-free city yields to a cheap City Hall building. We now need a little investment to get those bonuses. Our capital gets an automatic free City Hall, which offsets random bad luck from start locations. This also adds a new option to production queues in the very early game. I felt our early choices were a little sparse.
When the capital is automatically better at everything, we obviously build all the wonders and best buildings in the capital. It's not a hard decision. This supports moving yields out of the capital. However, we must have some initial yields for research, policies, growth, and border expansion. These conflicting goals of specialization and initial yields are difficult to put together.
In the past I dealt with this problem by moving some yields from the Palace building to national yields we get for free. I also tried slightly increasing the yield of all cities, but this risks making undeveloped cities too good, which is a problem for the goal of rewards matching challenges. These were not an ideal solutions. I believe making these yields come from a visible, physical source will make it more understandable and realistic. Balancing the game is also easier when we don't just have lots of free stuff right away.
I'm experimenting with ways to meet these goals better in my test games. I expect to have an initial version ready for the Gem v1.13: Economy update.
=== UPDATE ===
I'm cautiously trying out things with this topic. Gem v1.13 includes two changes.
The most pressing problem was early national happiness. Starting with lots of happiness disrupts balance of golden ages and some policies. Ironically, some people also felt happiness was too low for early expansion.
Our first 3 cities now cost no national unhappiness. I did this with a new cheap maintenance-free building we can construct three times. It gives 4 to offset the 4 per city. The Liberty opener automatically gives this building to our first 3 cities. We also get 8 national happiness from our capital. This gives us lower happiness on turn 0, and more as we progress through time.
I experimented with moving some of the other free national yields onto the 3-copy building. I tried various arrangements... shifting it all to the building, leaving some national, more copies, less copies. Every setup I tried caused serious balance issues with other parts of the game. I feel I'm on the right track, but will need more time to think about it. I like how starting yields mitigate the effects of big swings of random luck in the super early game, like from weird terrain or abnormally large numbers of ancient ruins. I don't want to win on turn 10 from crazy good luck.
To support the goal of rewards matching challenges, I moved some previously-free city yields to a cheap City Hall building. We now need a little investment to get those bonuses. Our capital gets an automatic free City Hall, which offsets random bad luck from start locations. This also adds a new option to production queues in the very early game. I felt our early choices were a little sparse.