Take for example. Maybe the numbers show us that the overarching amount of tourism comes from historical events. Then we could simply nerf the formula for HE to produce less tourism, and call it a day. Wouldn’t have to touch buildings.
Historic events tourism is a product of
economy,
economy, and frequency of the triggers.
reducing or postponing any of those 3 reduces HEs, but as Rek pointed out, every point of
is is worth 3
for HEs, so reducing and delaying
sources will be more impactful. A nerf to 1 is a nerf to the other. There is no contradiction there.
Can I just ask, is there a particular reason you don't want to target historic events? (this isn't meant to be an antagonistic question, I genuinely want to know if I'm missing something). Even if you disagree with 99% of what I have to say about this mod, maybe I'm wrong that often. But amphitheaters don't cause the CV problem, and I really believe that particular opinion should be in the 1%.
Because this isn't a HE nerfing proposal. I never said anything opposing a nerf to HEs, but no one has done anything about a real proposal to that.
My wheelhouse is discrete game components, not underlying mechanics, and I generally avoid proposing things I can't help implement.
I think the better approach is to do some log analysis, find the real problem, and then come up with a plan of attack. And if the numbers show the buildings are in the fact the problem, then i would be in favor of coming back here and cheerleading some building changes, confident that we were on the right path
You will go back and forth turning knobs, and never arrive at something like a building split.
The numbers will never show you buildings are the problem, unless you're specifically looking at logs indicating players/AI are consistently running out of things to build. Even then, a log file won't tell you which buildings to split or remove.
CV is a very passive VC, like SV. Science victory is based on raw
, which is useful for all VCs, and so all science buildings except those directly involved in building spaceship parts are universally valuable. Cultural victory is based on an otherwise useless yield, which presents an opportunity to make cultural victory emphasize infrastructure that boosts an economy with minimal non-CV value. CV already does this a bit with niche buildings like hotels and interpretive centers.