Summary of my last game (China, Communitas map, King Difficulty) and a few remarks

Bombad

Chieftain
Joined
Nov 14, 2014
Messages
65
Hi !

A started a new game a while ago and decided to post how it went here to provide feedback and ask for some advice.

Mod used : CP and CPB (2-27, keep in mind it's not the most recent version and there have been changes since then)

Here's the album if you want to have a look : http://imgur.com/a/LXp5c#0

I didn't finish the game (sorry if it leaves you a taste of uncompleteness) but it still went fairly late.

Don't forget that there are comments in addition to the screenshots. It's the first time I do this and I probably forgot to report a lot of things but I tried to keep it short.

I also wanted to share my impressions about the mod and discuss a few points, since I haven't played a lot of games with this mod so far :


About happiness :

I like the happiness system but had issues at two points of the game :
- Early expansion (see turn 80) : I took the Might policy tree to quickly grab the good city locations thanks to the free settler but I had to stop fow a while because my newly founded cities were unhappiness-capped until I had built a few crucial happiness buildings in them (library, granary, colosseum, etc ...). Do you also encounter this problem ? How do you deal with it ?
- Late game (see the last happiness screens) : I'm the richest nation in the world by far but all my cities are poor and poverty is by far my biggest source of unhappiness. From what I read on the forums I'm not the only one having issues with poverty with a wide empire.
- Puppet cities : At the end of my game, all of my puppet cities were at max unhappiness (10-15 per city). I kept them as puppets out of habit (it works well in the modless game) but I guess it isn't as good here due to the difficulty to avoid unhappiness in them. Now that I think about it, I probably should have annexed them. How to you manage conquered cities ? Do you leave them as puppets or annex them ? Do you think puppet cities are worth considering compared to annexed cities ?

Also, does the negative yield multiplier due to unhappiness affect the yields for the unhappiness calculation ? If that's the case, I'm worried that it may create a snowball effect that makes it more difficult to recover from unhappiness than it should (bad yields -> unhappy -> yield penalty -> worse yields -> even more unhappiness).

Some random thought that I had : unhappiness "priorities" seem to follow a Maslow pyramid (citizens want to be fed before they want to be entertained, etc …) but when a city is capped on unhappiness (happens frequently with newly founded/conquered cities) it makes more sense to treat the boredom first and the poverty last (because poverty is likely to be replaced by something else), which seems a bit paradoxal.


About trade routes and villages :

I really like the new villages and towns. In the base game (modless) I always built the same improvements (specific improvements on ressources, mines on hills, lumber mill on forests, trading posts in jungles and pupetted cities, and farms everywhere else). Now I have to plan the placement on my villages/roads/trade routes and I really enjoy it. It also balances and diversifies land/sea trade routes in an interesting way (sea have a higher range and a higher modifier, land trade routes boost villages and are sometimes easier to defend).

I also like the fact that the caravan boost on villages helps paying for roads between you and your neighbors. Is it possible to make it so that the road connections between you and your neighbors count for the village gold boost ? (in my game they only got a bonus if a caravan was crossing them since it isn't a city connection between two owned cities) It would make it financially desirable to build roads between you and your (friendly) neighbors, which seems realistic and aesthetically pleasing.


About specialists and governor :

Specialists seem to be a "big" source of unhappiness (especially since I had a lot of them in my game). When a city is poor the logical reaction would be to employ citizens as merchant specialists, but you generally end up losing as much happiness for the specialists as you gain by reducing poverty. Also if you don't know that specialists generate unhappiness you don't really know what happens because you see on the city tooltip that the local unhappiness has been reduced (it doesn't display unhappiness due to specialists) but you don't see an increase in global happiness. Perhaps the tooltip could mention the specialist unhappiness to avoid confusion.

Also, the governor (the system that allocates citizens automatically) seems to heavily favor specialists compared to the modless game. I usually let the game manage my citizens because I felt it did a decent job (I sometimes choose a food or prod focus, but that's it) but here it doesn't seem to be a very wise decision. At turn 220 I realized that I had more specialists than regular citizens (which felt a bit weird, because it doesn't happen in the modless game). I moved all my focus to food and doubled my entire population in less than 30 turns because I produced so much food. Do you let the game manage your citizens ? How do you find a good balance between specialists and tiles ?

Thanks for taking the time to read this long post !
 
Interesting playthrough.

Right now I'm on an Immortal 8 city Huns Empire, and I have barely 600 beakers @186pop around turn 260. I haven't assigned a single scientist or specialist in general though, because I'm trying to grow them asap. If you still can, I'd love to know where the bulk of your Science came from (I'm guessing Scientist slots, but I'd love to be sure). FYI I do have 3 points into Rationalism, and no ideology yet.

Anyway. I tend to have Merchant Specialists assigned 24/7 (Huns UI takes care of poverty in this case, I'm at -8 happiness nationwide from poverty without a single merchant slot currently and a total of 74 happiness), and I put a Trading Post on any hill possible. My gold and poverty problems go away once I pick the Piety policy for GPT. Apart from that, you need to grow your cities as much as possible because the Poverty reduction modifiers are better the more pop you have in that city, and have filled out Piety along with at least 2 purchased Faith buildings because they give 1 happiness each after filled out Piety. I haven't managed a 20+ city empire yet though, only up to ~9 cities (and then it always bugged out).

I find Freedom to be the Ideology with the most happiness, because of free Specialists per city. The city defense policy is nice for safety happiness (also always station a unit in each city), and you can still produce triple promotion units with a Military Academy anyway (actually not 100% on this, each time I did manage to get Brandenburg Gate in my cap, and I don't know if the effect is nationwide).

I always manage my citizens myself, but that's more a remnant from Immortal/Deity BNW. The few times I forget to the governor did a decent job at keeping me happy, but is not overly efficient.
 
At turn 263, I'm at 872 science/turn with 7 cities + 6 puppets (103 pop. total) and the default citizen management (most specialists slots filled). I also have the rationalism tree filled out.

The breakdown is :
- 670 from cities (~175 from specialists)
- 80 from trade routes (due to the cultural influence)
- 75 from happiness ("+10% when happy" policy)
- 42 from religion (+1 science per 6 follower in foreign cities from religious texts)

All my specialists also have +1 science, +2 gold and +1 faith thanks to piety/rationalism policies and the empire state building. They produce good yields, maybe that's why the game fills nearly all the slots available.

Thanks for the advices about poverty. I'll try growing my cities a bit more next time and see if that helps.
 
Thank you for this post. I also suffer from similar problems in some games. I hate receiving cities and having to raze them...

Also the thing about having a lot of money and suffering from poverty: think of it as your state being rich but social inequalities are making people feel unsatisfied.
 
Also the thing about having a lot of money and suffering from poverty: think of it as your state being rich but social inequalities are making people feel unsatisfied.

Regardless of how you think of it, there should be a way to fix it.

If I'm the richest country in the world and have built every conceivable gold building, improvement, etc. available at my research level, I shouldn't be struggling to maintain positive happiness due to widespread "poverty".

It makes wide/conquest play on a large/huge map basically impossible, and the punishment for founding any cities after the early game is pretty crushing considering you can have them do nothing but build buildings to counter unhappiness and never get close to digging out of the hole.

I like the happiness system in concept, but the current balance of it basically strangles most playstyle options until the late game when all the best happiness policies/tenets become available and turn happiness from your sole priority into a nonfactor.
 
Maybe something could be implemented where you convert gold into happiness. It would make sense to me. If you have a ton of gold sitting around in your empire, and your citizens are unhappy and that's getting in the way of expansion and progress, you'd dump that gold into buying or building some kind of thing which appeases them. Maybe a building with nothing in it but a certain amount of + happiness could be built/purchased for a high amount of gold. I think it would be balanced, because if you're dumping all your gold to get a happiness boost, you're not going to have that gold to upgrade military units or buy other buildings, so you'd be taking a risk in converting your gold reserves to happiness in order to expand further and putting yourself in a potentially weak position where you might be attacked and unable to respond by purchasing or upgrading your units.
 
I think market and the east india trading company should reduce poverty more significantly. But that might make the game favors even more to building a tall empire and discourage wide gameplay.
Something more need to be done to tip this balance back towards playing wide.
 
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