Also in the category of fresh water bonus, what do you think about reducing the water yield of dew collectors from 2 to 1, and giving an irrigation bonus of 1? So it is the same as today as long as it is on fresh water, otherwise it is less.
I don't really like it. First, I don't think it makes sense. Dew collectors are collecting dew from plants. If there is a windtrap nearby (granting fresh water access), then there would be *less* water in the air to be captured by the dew collectors; windtraps are basically giant dehumidifiers.
Second, dew collectors are built only on resources; you don't have much control over whether or not they get fresh water access - ie whether or not they are next to a hill tile; that just depends on the map generation.
Third, the AI won't understand the little control that you do have through windtrap placement. The AI is bad enough at windtrap placement already without also needing to take account the effects on neighboring tiles based
Whereas the AI *would* understand building cottages next to windtraps, because they would get a higher yield, and you can choose where to build cottages or not (as opposed to dew collectors, where you can't choose).
Finally, water yields are not too high. 2 wind traps + city tile + 1 groundwater + greenhouse = ~11 water early game (size 5), and ~15 water midgame.
Are you sure the low population is due to whipping?
Not *certain*, but I can't think of any other explanation. Look at the save in post 8; literally all the Ordos cities are size 1, AND unhappy. I guess we could remove whipping from slavery civic and see what happens then, and remove drafting from the draft civic (imperial fealty?) and test.
So there is almost 4x less domestic trade, and almost 5x more foreign trade. Almost half of the total commerce in DW is from foreign trade. I am a little surprised that the corp income is not the majority of the DW income, and I am surprised that foreign trade is such a large percentage of the total.
Less foreign trade and more domestic trade are obviously related; trade routes are calculated as the highest possible pair, and foreign cities always give a larger bonus than domestic one (there is a ~100% trade route yield bonus for being on a different continent, and then other big bonuses for being with foreign civs that you have been at peace with for a long time). So, whenever possible, your city chooses to trade with a foreign one instead of a domestic one, hence higher foreign trade and lower domestic trade.
The main reason why this is occurring is because
a) trading over ocean comes with an early game tech; its a long way up in vanilla
b) every city on the map is connected in Dunewars. Every city is coastal, and connected to every other city, so the potential number of combinations is higher.
c) AIs seem pretty eager to get open borders.
d) somehow remove the foreign continent trade route yield bonus
Possible means of cutting trade down are:
i) change diplomacy ai somehow so the AI has to like you more in order to have open borders
ii) move deep desert trade higher in the tech tree (or make desert topography more exensive)
iii) cut down the number of buildings that give extra trade routes (like the weather scanner) or foreign trade route yields.
Corp income (from spice) can vary a lot, both between civs, between games, and between turns. The human player also tends to build more workers than the AI, and so controls more spice resources.
Specialists don't give commerce; they give gold or beakers directly.