I have noticed this a lot more in recent versions of C2C, but it seems that there are many luxury resource making buildings in the game that I think are a tad redundant in their function. It is quite nice to have things like Fireworks Maker, Candle Maker, or Fish Oil Maker, but after a while I tend to see these as +1
maker, which detracts from the uniqueness and fun of it.
Most of these buildings are Hydros, and so I do not want to step on his toes and ask for them all to be removed. There are other compelling reasons to not see these buildings removed however as well. First of all, C2C always prides itself on being the biggest mod, and removing content doesnt help that. These buildings are also crucial in maintaining the current
balance. Also, I think that there is a way to make these buildings useful in another fashion, which is the main point of this post.
This new idea is based on the Quality of Life that your citizens enjoy in your civ. This is based on simple things like how much they have to eat and drink, as well as more abstract things like how much stuff they have. So what I propose to do is have Quality of Life be an invisible (AIAndy said that would be easy to make possible) property that is calculated through complex rules linked to luxury buildings and resources, farms and mines, food surpluses/deficits, and other game factors. I then would suggest that all Luxury resource buildings require certain map resources, and be made to Auto-Build. This would greatly change the game dynamic in what I feel would be a positive manner.
The fact that the property is invisible means that it will feel more organic in-game. You wont see Quality of Life in a list in the properties tab on the city screen, but it will be there, and you certainly will see its effects. A high Quality of Life means that you will have happier and healthier citizens who will make things faster, while a low Quality of Life means that you will have angry and unhealthy citizens who will want to revolt against you. The twist here compared to other properties is that you wont be able to do anything directly to affect the Quality of Life. You can only affect it indirectly by getting resources (either by trade or by satisfying the Luxury Resource buildings Auto-Build prerequisites), or doing something else good for your populace.
Ideally this would be balanced to make it hard to get the good stuff from Quality of Life, and easy to get unhappiness, which is something that isnt really balanced in the current state of affairs. I would also like to get a handle somehow on what exactly various REV values mean. I know that understanding the system is a pain that we dont want to go through, but at least finding what constitutes dangerous values are for each REV category would be nice.
The other major benefit I see in this system is that it allows the multiplicity of luxury resources and buildings to be more fun to play with. In this system instead of saying Oh great, another +1
maker you would have to strategically expand and place cities so that vicinity and bonus requirements (which would hopefully be more unique) are met for different luxuries if you want to be successful. It would also reduce the time spent deciding what to build when you have hundreds of options, as many of those will now come automatically.
What does everyone think about this? I could easily see it getting done this cycle as there is very little new code that is needed (only property visibility OTOH), and most of it is XML stuff for the Property and Hydro's buildings.

Most of these buildings are Hydros, and so I do not want to step on his toes and ask for them all to be removed. There are other compelling reasons to not see these buildings removed however as well. First of all, C2C always prides itself on being the biggest mod, and removing content doesnt help that. These buildings are also crucial in maintaining the current

This new idea is based on the Quality of Life that your citizens enjoy in your civ. This is based on simple things like how much they have to eat and drink, as well as more abstract things like how much stuff they have. So what I propose to do is have Quality of Life be an invisible (AIAndy said that would be easy to make possible) property that is calculated through complex rules linked to luxury buildings and resources, farms and mines, food surpluses/deficits, and other game factors. I then would suggest that all Luxury resource buildings require certain map resources, and be made to Auto-Build. This would greatly change the game dynamic in what I feel would be a positive manner.
The fact that the property is invisible means that it will feel more organic in-game. You wont see Quality of Life in a list in the properties tab on the city screen, but it will be there, and you certainly will see its effects. A high Quality of Life means that you will have happier and healthier citizens who will make things faster, while a low Quality of Life means that you will have angry and unhealthy citizens who will want to revolt against you. The twist here compared to other properties is that you wont be able to do anything directly to affect the Quality of Life. You can only affect it indirectly by getting resources (either by trade or by satisfying the Luxury Resource buildings Auto-Build prerequisites), or doing something else good for your populace.
Ideally this would be balanced to make it hard to get the good stuff from Quality of Life, and easy to get unhappiness, which is something that isnt really balanced in the current state of affairs. I would also like to get a handle somehow on what exactly various REV values mean. I know that understanding the system is a pain that we dont want to go through, but at least finding what constitutes dangerous values are for each REV category would be nice.
The other major benefit I see in this system is that it allows the multiplicity of luxury resources and buildings to be more fun to play with. In this system instead of saying Oh great, another +1

What does everyone think about this? I could easily see it getting done this cycle as there is very little new code that is needed (only property visibility OTOH), and most of it is XML stuff for the Property and Hydro's buildings.