LAnkou
Breizh A Tao
a reflexion i just had:
In cIV, happiness and health mattered at the beginning, but in the end game, if you had enough ressources, it was merely a joke. The only thing that prevented you from settling an infinite number of cities was the maintenance cost.
In ciV, gold is managed differently. No more city maintenance, but building maintenance (you can have a really big city, and it won't cost you anything if the goverment decide to build nothing there and a very small city with a ton of governement buildings that will cost you heavily-> logic to me). With the disparition of the city maintenance, the limiting factor of expansion disappeared too.
With the mix of global/local happiness, i see several consequences:
-you now have a limiting factor to expansion: when you are at 2 happy, you may decide to settle another city, but when you're -8, not so sure...
-happiness is a factor all along the game: even late game big cities will have to monitor their happiness/unhappiness ratio
-New late game cities won't have this ridiculously +15 happy you had at the foundation in cIV because of all resources you had. New cities will be in net unhappiness.
-there will be two kind of happiness: local (buildings) and global (ressources, wonders, game level) +/- the modifiers (SP/FP). the global happiness will help to fill in for the cities which lack local.
-depending on the question if each building is capped or the total building is capped will make a great difference in the gameplay: if each building is capped (city of 2 citizens => col and theater give 2 each) a city can be in net happiness (and ICS still happiness positive). If the global is capped (col+theater gives a total of 2 happiness), ICS is not happiness positive anymore.
-I note that after the patch, the total happiness via building is 14 + 2 (4 from col + 5 from theater and stadium + 2 optionnal from circus) when it was 12 + 3 before. If you think about the "circus maximus" thing, and all other changes to happiness (Golden Age and revolt). I'm sure that it's the total of happiness provided by buildings that will be capped.
-so there is local happiness that is used for number of citizen unhappiness (local)
-there is global happiness that will be used for global unhappiness (explaining the changes to FP and meritocracy - since both together eliminate all global unhappiness)
conclusion: each city should sustained the good buildings for its pop unhappiness (except beyond 14/16) while ressources, wonders and others will be used to sustain number of city unhappiness.
comments: some new things will appear to deal with number of city unhappiness (more ressources trade, ressources war, new strategies with some others happiness SP - the one giving one more happy by ressources, the one dealing with specialist, etc...). But basically, big huge large ICS empire is over because of happiness. I wonder how it will work on large and huge map.
If it's that hard to have enough sources of "global happiness" in the game, a good idea would be to have some happiness city state giving 1/2 happiness for being friendly/allied evolving in 3/6 in the late game (Buenos Aeres, Doha, Amsterdam, Bali, Auckland, Djerba - cities where there is fun even if Djerba and Bali are technically islands)
In cIV, happiness and health mattered at the beginning, but in the end game, if you had enough ressources, it was merely a joke. The only thing that prevented you from settling an infinite number of cities was the maintenance cost.
In ciV, gold is managed differently. No more city maintenance, but building maintenance (you can have a really big city, and it won't cost you anything if the goverment decide to build nothing there and a very small city with a ton of governement buildings that will cost you heavily-> logic to me). With the disparition of the city maintenance, the limiting factor of expansion disappeared too.
With the mix of global/local happiness, i see several consequences:
-you now have a limiting factor to expansion: when you are at 2 happy, you may decide to settle another city, but when you're -8, not so sure...
-happiness is a factor all along the game: even late game big cities will have to monitor their happiness/unhappiness ratio
-New late game cities won't have this ridiculously +15 happy you had at the foundation in cIV because of all resources you had. New cities will be in net unhappiness.
-there will be two kind of happiness: local (buildings) and global (ressources, wonders, game level) +/- the modifiers (SP/FP). the global happiness will help to fill in for the cities which lack local.
-depending on the question if each building is capped or the total building is capped will make a great difference in the gameplay: if each building is capped (city of 2 citizens => col and theater give 2 each) a city can be in net happiness (and ICS still happiness positive). If the global is capped (col+theater gives a total of 2 happiness), ICS is not happiness positive anymore.
-I note that after the patch, the total happiness via building is 14 + 2 (4 from col + 5 from theater and stadium + 2 optionnal from circus) when it was 12 + 3 before. If you think about the "circus maximus" thing, and all other changes to happiness (Golden Age and revolt). I'm sure that it's the total of happiness provided by buildings that will be capped.
-so there is local happiness that is used for number of citizen unhappiness (local)
-there is global happiness that will be used for global unhappiness (explaining the changes to FP and meritocracy - since both together eliminate all global unhappiness)
conclusion: each city should sustained the good buildings for its pop unhappiness (except beyond 14/16) while ressources, wonders and others will be used to sustain number of city unhappiness.
comments: some new things will appear to deal with number of city unhappiness (more ressources trade, ressources war, new strategies with some others happiness SP - the one giving one more happy by ressources, the one dealing with specialist, etc...). But basically, big huge large ICS empire is over because of happiness. I wonder how it will work on large and huge map.
If it's that hard to have enough sources of "global happiness" in the game, a good idea would be to have some happiness city state giving 1/2 happiness for being friendly/allied evolving in 3/6 in the late game (Buenos Aeres, Doha, Amsterdam, Bali, Auckland, Djerba - cities where there is fun even if Djerba and Bali are technically islands)