Marshall Thomas
King
- Joined
- Dec 11, 2005
- Messages
- 700
I've read that lots of Emperor/Immortal players don't like to play on Deity, even if they can win, because they feel that, in order to compete with the extreme AI bonuses of Deity, they have make use of "gamey" tactics.
So I've been thinking of ways to make the pre-Deity difficulty levels more challenging without giving the AI more bonuses (as Deity does). and I believe that the solution may be to make the penalties for unhappiness more severe.
The AI receives extreme bonuses to happiness on all difficulty levels. Apparently, the programmers decided that the AI simply cannot deal with maintaining happiness and therefore gave them such a happiness bonus that they would almost never be unhappy (you can see this by looking at the demographics or with InfoAddict).
So if normal unhappiness (unhappiness 1-10) gave additional penalties (more than just the growth penalty), the AI would almost never be hindered by this because it's almost always very happy.
On the other hand, most players do experience some periods of modest unhappiness now and then. It's usually no big deal if it doesn't last long; just a time to focus cities on production for a short time. My production always increases during unhappiness because cities can't focus on growth (food), so they focus on hammers. I've always found it to be unrealistic that an unhappy population is more productive in hammers.
Now once your population becomes "very unhappy" (10+), penalties become very severe; but this almost never happens to a good player (and certainly not the AI). Then there's "very very unhappy" (I think it starts at 20 unhappiness) which leads to rebels. I've never even seen this. I believe it was added just to stop the gamey tactic of players ignoring happiness.
My suggestion is (and it's extremely easy to modify in the "GlobalDefines" file) to make normal unhappiness give a some slight penalties to other things besides food; maybe -10% production (your hammer output would still be high because there's no point in focusing on food with the -75% growth penalty -just like in default) and -10% science output. Maybe even add a -10% gold output penalty. These would be penalties "across the board", but none of them higher than 10% (except the already existing -75% growth penalty). It's realistic too: an unhappy populace wouldn't just result in farmers going on strike; miners and all of society could be effected.
"Very unhappy" already gives harsh penalties as it is. I would add a science and gold penalty (maybe 10% like my new "unhappy", just so everything's at least as bad as normal "unhappy"). Also maybe "very unhappy" could start with less unhappiness needed (maybe 7 instead of 10).
"Very very unhappy" could remain as it is except that the fairly slight science and gold penalties from the other unhappys would be added. The threshold should also be lowered if we're ever to actually experience "very very unhappy." Maybe lowered to somewhere in between 12 or 15.
Essentially, you'd be making the game more challenging for the player without just giving the AI every bonus you can imagine. and unhappiness is avoidable; you just have to be careful about selling resources for money because you don't foresee any happiness problems for the duration of the deal (30 turns on normal, 45 on epic).
A lot of players find excess happiness too easy to come by with Gods and Kings. One final suggestion, which would make things considerably more challenging without giving the AI more bonuses, would be to set default happiness (from difficulty -it's usually 9) lower for the player. Doing this combined with these new harsher penalties would really create new challenges for the player in managing an empire.
I was about to try these changes myself (as I said, there really easy to mod), but before I did I thought I'd post this to hear what other players think. So what do you think of this? Thanks in advance.
So I've been thinking of ways to make the pre-Deity difficulty levels more challenging without giving the AI more bonuses (as Deity does). and I believe that the solution may be to make the penalties for unhappiness more severe.
The AI receives extreme bonuses to happiness on all difficulty levels. Apparently, the programmers decided that the AI simply cannot deal with maintaining happiness and therefore gave them such a happiness bonus that they would almost never be unhappy (you can see this by looking at the demographics or with InfoAddict).
So if normal unhappiness (unhappiness 1-10) gave additional penalties (more than just the growth penalty), the AI would almost never be hindered by this because it's almost always very happy.
On the other hand, most players do experience some periods of modest unhappiness now and then. It's usually no big deal if it doesn't last long; just a time to focus cities on production for a short time. My production always increases during unhappiness because cities can't focus on growth (food), so they focus on hammers. I've always found it to be unrealistic that an unhappy population is more productive in hammers.
Now once your population becomes "very unhappy" (10+), penalties become very severe; but this almost never happens to a good player (and certainly not the AI). Then there's "very very unhappy" (I think it starts at 20 unhappiness) which leads to rebels. I've never even seen this. I believe it was added just to stop the gamey tactic of players ignoring happiness.
My suggestion is (and it's extremely easy to modify in the "GlobalDefines" file) to make normal unhappiness give a some slight penalties to other things besides food; maybe -10% production (your hammer output would still be high because there's no point in focusing on food with the -75% growth penalty -just like in default) and -10% science output. Maybe even add a -10% gold output penalty. These would be penalties "across the board", but none of them higher than 10% (except the already existing -75% growth penalty). It's realistic too: an unhappy populace wouldn't just result in farmers going on strike; miners and all of society could be effected.
"Very unhappy" already gives harsh penalties as it is. I would add a science and gold penalty (maybe 10% like my new "unhappy", just so everything's at least as bad as normal "unhappy"). Also maybe "very unhappy" could start with less unhappiness needed (maybe 7 instead of 10).
"Very very unhappy" could remain as it is except that the fairly slight science and gold penalties from the other unhappys would be added. The threshold should also be lowered if we're ever to actually experience "very very unhappy." Maybe lowered to somewhere in between 12 or 15.
Essentially, you'd be making the game more challenging for the player without just giving the AI every bonus you can imagine. and unhappiness is avoidable; you just have to be careful about selling resources for money because you don't foresee any happiness problems for the duration of the deal (30 turns on normal, 45 on epic).
A lot of players find excess happiness too easy to come by with Gods and Kings. One final suggestion, which would make things considerably more challenging without giving the AI more bonuses, would be to set default happiness (from difficulty -it's usually 9) lower for the player. Doing this combined with these new harsher penalties would really create new challenges for the player in managing an empire.
I was about to try these changes myself (as I said, there really easy to mod), but before I did I thought I'd post this to hear what other players think. So what do you think of this? Thanks in advance.