In no particular order...
1) Should the Druid Entangle Spell be targetable on units in a city?
This is mostly a 'flavor' issue, as Druid nature boiz are not supposed to thrive in urban environments. But there are valid balance concerns too, namely
a) Druids are already pretty durn powerful and
b) huge troop concentrations in cities are common occurances and
c) it's pretty huge to have one spell incapacite the entire garrison's ability to counterattack out at the siegers. Goodby siege unit counter-attacks and colateral damage.
2) Explore Temple currently takes only one turn when no vegitation gets in the way.
Move a Worker into a Jungle/Temple tile. Mouseover the
Explore Temple button (but don't click it) to get the # turns it'd take to do it with the Jungle present. Now click on
Remove Jungle. Mouseover
Explore Temple again after the Jungle is gone ... it will say 1 turn. So you can save 2-3 turns by first clearing the Jungle, then exploring the temple in separate actions.
3) When a tiger enters a horse race, put your money on the tiger.
The advent of Hidden Nationality units has rendered the Trojan Horse obsolete. This thought occured to me as I my 2nd HN tiger was finishing off the Trojan Horse that had just poked its head inside my territory. This was a shame, as Lady Luck has kept me from seeing the TH in 99% of my FfH gaming time. As exciting as it was to finally see it exploring my territory, I figured I'd better expend a couple Tigers to kill it.
Shouldn't HN units be impossible until the discovery of Deception?
4) I know this is a fantasy environment, but...people get happier the more their taxes are raised?
Just because they can gamble? Gamble with what? The muckity-mucks are running a 100% tax rate!
OK, this might seem like a pure 'flavor' issue, but it's really not. In fact, I am starting to suspect this little Gambling House is a major culprit in the FfH 'easiness' issue.
Now, I know this is a sensitive issue is some regards. I am not saying FfH is an easy game to learn and harder still to master. But the fact remains I'm playing this mod at least two difficulty levels higher than I played vanilla. And many posts have been made as to how easy it is to obtain
happyfaces. In fact, 0.16 changed quite a few things with the goal of reducing
across the board.
But within the last few days I started to think the real culprit might be this critter, the Gambling House. It's just too convieneint. Not only does it add some coins to the cashflow, it adds quite a few
in 'normal times'. And if an energency crops up, such as a war going badly, your people get happier the harder you turn the screws. It's just to convienient, but I have gotten so used to the thing I stopped thinking about how it might be affecting other issues we all have been discussing.
What if the GH was changed to provide a flat +1
?
The GH is not available unitl midway in the tree, so each civ should have adequate happycap levels by this time. So ithis change would not crimp the critical early development stage. It would tend to crimp the massive endgame city sizes.
Such a change would allow more happycap management to be achieved through civics, for example. Advocates of the garrison happycap effect would argue from firmer ground. People who dislike the +
effect from Republic would have more of a case.
If you feel that 0.16 still makes happiness management a bit to easy, consider if the Gambling House is a good place to target a change.