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Old Oct 05, 2008, 02:46 PM   #181
Kael
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hurrah! I killed Barbatos!
Very true.
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Old Oct 05, 2008, 02:49 PM   #182
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my problem with this is that whenever i see an unhappy or unhealthy face in a city that is when i usually feast. most times the land bonus is better than the small unhappy bonus you can get from the building. this just seems to encourage smaller less productive cities to me.
You aren't quite following here.

In the city display, when the city is first built on turn 1 you generally see 5 > 1

As the game progresses and you get happy resources and whatnot, the number on the left gets bigger. As your population increases, other people adopt Republic or you build things that make you mad, the number on the right increases.

The way the manor used to work was that:

5 > 1 = 0

but

20 < 25 = 5


But if I remember it correctly for how things were changed, it is now:

5 > 1 = 1

and

20 < 25 = 25



So you no longer care what the level is in the city, nor the comparitive level. So the city can be perfectly happy and plenty of room for growth, but the Manor STILL gives you production bonuses.
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Old Oct 05, 2008, 03:11 PM   #183
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Is that intentional? It's certainly more useful, but it doesn't make any darned sense. Especially since you could have more than actual population!
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Old Oct 05, 2008, 03:17 PM   #184
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Intentional because otherwise MANY players would get NO benefit from the capability. As quite a few of us never allow more than 1 excess in a city, and those single ones only happen by accident usually.
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Old Oct 05, 2008, 03:23 PM   #185
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Huh? I though it WAS the point. Instead of producing nothing you get +1hammer. Unhappy is bad but less so in Calabim cities as even unhappy must work. Not that they enjoy in unhappiness.
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Old Oct 05, 2008, 03:24 PM   #186
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Hell, even the computer won't let more than one Unhappy person be in a city! Automanage usually stops population increase right before the Unhappy person is created.
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Old Oct 05, 2008, 03:25 PM   #187
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Well, I didn't know it was designed originally to be some great boon, more of a flavor thing. I can't say it's real flavorful if you get more production from sources of unhappiness, rather than actual unhappy people that are being forced to work anyway. Because, again, it just doesn't make any sense.
And anyway, by that rational we might as well take out the shrine of the champion because many of us are way too careful with our heroes to let them die, etc.
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Old Oct 05, 2008, 03:31 PM   #188
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Sorry double post...
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Old Oct 05, 2008, 03:31 PM   #189
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Speaking of auto-production, is then anyway to have that selected and keep governors from hurrying production with my gold...
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Old Oct 05, 2008, 03:35 PM   #190
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It's purpose is as far as I understood if you are at war and get lots of unhappy due to WW quick and also get cut off of few luxury resources quick you lose less production than you would without gov's manor
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Old Oct 05, 2008, 04:23 PM   #191
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Well, doesn't the Governer's Mansion actually lower the Maintenence effect of Courthouses? Shouldn't it have some sort of compensation?
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Old Oct 05, 2008, 04:29 PM   #192
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Well, doesn't the Governer's Mansion actually lower the Maintenence effect of Courthouses? Shouldn't it have some sort of compensation?
Like...Units that can have how many exp you want?
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Old Oct 05, 2008, 04:50 PM   #193
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The change happened at the same time as the Pillar of Chains was added, so I think that in part it was meant to make the Wonder have a good function to it. But the way I see it is that your population is being SCARED into productivity. For a normal civ, frightened people mean they aren't paying attention to what they are doing, so productivity can suffer when the anxiety exceeds their comfort level ( < ). But in a Calabim city, the more reason they have to be unhappy, the harder they work, because they realize that if they are unhappy, the Lords & Ladies are unhappy, and that means anyone not doing their best is soon to be a snack.
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Old Oct 05, 2008, 05:15 PM   #194
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Yeah, but then shouldn't the amount of production have some connection to how many citizens you have or what they are doing?
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Old Oct 05, 2008, 05:43 PM   #195
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You're right, it should definitely be maxed out at the # of citizens. Otherwise your brand new city that you found in the middle of a long war could have one unhappy citizen and 22 hammers from war weariness.
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Old Oct 05, 2008, 07:37 PM   #196
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Governor's Manor was changed IIRC so that you get 1 for each unhappy face in the city, not just for each unhappy face beyond the happy cap of the city.
That... would be significant, and may explain a few things. I haven't played the Calabim in .33 except for just recently, and *thought* they seemed to be producing a whole lot of production.
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Old Oct 05, 2008, 07:53 PM   #197
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Huh? I though it WAS the point. Instead of producing nothing you get +1hammer. Unhappy is bad but less so in Calabim cities as even unhappy must work. Not that they enjoy in unhappiness.
I have to admit, I also thought that was the point. The way it works now though is very very strong, and I think +1 Unhappiness from it is light on the balance side. And in fact, if you have happiness to spare, just makes it a bit stronger ;P.
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Old Oct 05, 2008, 09:23 PM   #198
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Yeah, but then shouldn't the amount of production have some connection to how many citizens you have or what they are doing?
It does have SOME connection; for me, at least, population unhappy is the number 1 source of unhappiness.
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Old Oct 05, 2008, 09:51 PM   #199
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And anyway, by that rational we might as well take out the shrine of the champion because many of us are way too careful with our heroes to let them die, etc.
Could you make immortality as promotable? Maybe required Combat4 OR Drill4. It still sad when you lost a high level non hero unit on >90% combat.
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Old Oct 05, 2008, 10:26 PM   #200
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I think that would be too powerful. In FfH Combat and Drill 4 arent that hard to reach.
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