Civ5 added a global happiness system. There is also unhappiness added for each new city which makes sense to hamper ICS, but otherwise I don't get. But what is the point of global happiness if there is a limit per city? Doesn't that seem counter-productive to the entire concept? Why does building 1 wonder increase my global happiness more than 10 theatres? (It's a wonder, yes, but honestly?)
If I made a mod (which I might some day) I wouldn't cap city happiness, increase unhappiness per city (to combat ICS) and slightly increase starting happiness (to counteract the effect for small empires). That seems more graceful of a way to combat ICS if we were to go about it using happiness as our tool.
Personally I'd just make city hexes less valuable and improve yields on the normal terrain.
edit: Specifically to this:
When you have just your capital with pop 1 what is your starting happiness at?
edit: Specifically to this:
When you have just your capital with pop 1 what is your starting happiness at?
No, it's a bit of a cheat here. But I still think it can work. Plus, I think it makes all the useless seeming wonders actually become useful.
See, I don't think it's flawed. But we'll find out after it comes out.
The perception that Civ5 now become very difficult to beat on Immortal and Deity is very exciting to me.
I'm sure it will play fine because instead of building happiness in those cities you'd just build something else you could make use out of. I'm not arguing that it will really hinder gameplay, but I think the mechanic is ridiculous and will lead to situations where you can't maximize your happiness (for GA + culture from Piety branch).
Another reason this bugs me is because it literally makes some building pointless to build in some cities. Let's say I'm playing Egypt and I have a city stuck on 6 pop. I've completed my UB and colosseum for +6, and I have absolutely no reason to construct a theatre/stadium. Why should this be? Adding those buildings would add no value to my empire and would in fact cost me gpt. I'm a fan of being able to build what I want, even if it gives me minimal gain (eg. walls on a city in the middle of my empire). This new rule now grants me no choice in this respect, unless I just want to donate my money to nothing instead of to a neighboring CS.
That, to me, seems like a poor design choice.
Öjevind Lång;9997176 said:You can always set a city to build units, or to generate money or research. Also, without a cap on happiness, the new -20 happiness rebellion/civil war would never happen, which would be a pity. You'll have to play harder to win, that's all. And one of the major complaints against Civ V is, after all, that it is too easy.
In Civ IV, it is expressly stated that one should not build all city buildings in all cities. In Civ V, they partly abandoned that. For example, in Civ V, marketplaces and banks generate the same amount of money regardless of the city's size or resource tiles. That is in my opinion a weakness which has been criticized surprisingly seldom.
That largely depends on how much they improve the tactical AI. The most important reasons why Deity is so easy is that a) you can get insane kill:death ratios and b) the power of Great Scientists, which the AI doesn't really utilize. They don't fix the latter (if Universities get 2 slots as I assume) so it all hinges on the former.
Build 6 warriors and upgrade them to swords and I bet they still can wipe out a continent: Horses are nerfed with -50% city attack which makes them really weak against cities.That is true. I do hope the AI will become more aggressive in attacking my units and cities...but not with siege or archery units but with good offensive forces. I love how the mounted melee units will become much less powerful but the AI can still use more of them. Same with naval units.
The ideal situation would be for me to sacrifice and build an early vet force of something (say 4 Horseman, 2 whatever) and have them fail when I go to attack the first civ. In the first version, such a force would wipe out a continent.
Perhaps you should not be allowed to bribe multiple city states in a single turn. Sort of artificial, but it's what happens with selling buildings as well.
Actually, you should probably have a limit on how often you can bribe a single city-state... ie you can only bribe them once every 10~20 turns...
So if you are only paying the CS when you need to (every 30~40 turns), you will be able to be overtaken in one round by anyone else
But if you spend the time to build up Extra buffer, then someone else won't be able to take the alliance in 1 turn, they will have to wait 10, 20, etc. turns to catch up because you have that buffer of Influence.
(even make it 5 turns)
Actually, you should probably have a limit on how often you can bribe a single city-state... ie you can only bribe them once every 10~20 turns...
So if you are only paying the CS when you need to (every 30~40 turns), you will be able to be overtaken in one round by anyone else
But if you spend the time to build up Extra buffer, then someone else won't be able to take the alliance in 1 turn, they will have to wait 10, 20, etc. turns to catch up because you have that buffer of Influence.
(even make it 5 turns)
I'm sure it will play fine because instead of building happiness in those cities you'd just build something else you could make use out of. I'm not arguing that it will really hinder gameplay, but I think the mechanic is ridiculous and will lead to situations where you can't maximize your happiness (for GA + culture from Piety branch).
Another reason this bugs me is because it literally makes some building pointless to build in some cities. Let's say I'm playing Egypt and I have a city stuck on 6 pop. I've completed my UB and colosseum for +6, and I have absolutely no reason to construct a theatre/stadium. Why should this be? Adding those buildings would add no value to my empire and would in fact cost me gpt. I'm a fan of being able to build what I want, even if it gives me minimal gain (eg. walls on a city in the middle of my empire). This new rule now grants me no choice in this respect, unless I just want to donate my money to nothing instead of to a neighboring CS.
That, to me, seems like a poor design choice.
I am curious as to how the horse nerf will affect Askia. Will his units just get no penalty and no bonus?
I think the extra 2 unhappiness per city will actually be easy to contend with, especially if the national wonder has some manner of "per city" effect.
I may be misremembering since it's been so long since I played cIV, but didn't excess happines in a city help you get WLTKD? (I honestly don't remember.)The same could be said about Civ4, no? There was no point building an extra happiness building in a city if the city couldn't grow anymore, so it was in no danger of becoming unhappy.
That's a spectacular idea. A ten-turn timeout between ANY city-state bribe is perfect. It makes the missions and the larger-value bribes more important.
It also means Diplo victories need some sort of advance planning, and it makes them more expensive. It forces you to maintain some alliances for a long time if you want to have lots of allies.