member66170
King
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- Oct 30, 2005
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Again, I think you're downplaying revolts and related consequences (which could easily lead to more fleshed-out systems in the future around that - there's no need to further separate out the two just because they're not different enough - they're different, and this can be worked with). I can even raise difficulty-related arguments. Or suggest increasing the impact of revolts at higher AI difficulties. These are very simple scaling-based changes that don't require the rework of Amenities as a mechanic.I get where you're coming from, but the difference between Housing and Amenities has been forced at the top level. In any abstract sense they do the same thing e.g., affecting how quickly cities grow. Revolts are hardly an issue unless you massively overstretch yourself (hasn't happened to me in 120ish hours of Civ6 yet). It's the top layer of fluff that differentiates them like the existence of wonders that boost Amenities but the lack of such wonders for Housing. If you dont like Order, you can consider this thought experiment: merge Housing and Amenities together. Each pop consumes 1.5 of Housing+ and everything that used to produce Housing or Amenities now produces the same amount of Housing+. Apart from some balancing issues the game would be fundamentally the same. Not exactly the same, but it wouldn't feel as if anything in particular was missing.
Housing and Amenities both provide a local barrier to how large and productive cities can be. Housing is produced locally and Amenities is produced partially locally, partially regionally and partially globally. That is a lot of overlap, and the way Civ6 makes them appear more different is by obfuscating how amenities work. Like @UWHabs said, most people treat Amenities globally. When they want to increase it they build a stadium somewhere knowing that it is very likely to push a city anywhere into the black. Might as well be honest about it and either make Amenities fully global or merge it with Housing.
I believe making it global would lead to more interesting game play, so long as the reward/penalties for positive/negative are also global (i.e., affect empire management rather than city productivity) to avoid the pitfalls happiness had in Civ5.
A zoo in Civ 6 seems to get spread out.... the city allotment appears to happen first and then be taken into account when the levelling occurs.Test it for yourself. (do not shoot the messenger)but a zoo in California doesn't really increase happiness for people in New York.
Housing and Amenities is pretty much a duplication of the same mechanism in a way which is redundant and flawed.
They should be within a point of each other, Sometimes the logic is out for a turn nut next turn should flatten it. I would be nterested in a sav file that was otherwise.my wonder building city is unhappy and did not get enough luxury goods while my outposts and conquered colonies are soooo happy
A zoo in Civ 6 seems to get spread out.... the city allotment appears to happen first and then be taken into account when the levelling occurs.Test it for yourself. (do not shoot the messenger)
As already said... Housing is purely local and apart from WW, happiness is all global.
As already said... Housing is purely local and apart from WW, happiness is all global.
V the more disenchanted you become with the game, the more I like reading your postsAn amenity sounds like a toilet to me.
Happiness just like in Civ5 comes from luxuries and just like Civ5 affects overcrowding and that is where there is conflict with housing.
Happiness is the mechanic to encourage the use of luxuries. It has been a keynote in the Civ5 series and it is a dimension added to make the game more strategic. In reality happiness is a global thing that affects peoples locally with similarities to the game to a large degree.
I personally find a city going -7 amenities because of soldiers dying in war when in reality the whole nation is saddened is where it falls down.
However happiness I find is underrated. The more I play with mechanics the more I find that the difference between -10% and +10% for Amenities is significant. Especially with so few scalable % in the game. I call this an increasing value statistic over time because when you are producing a lot at the end of the game 10% is noticeable. It can be the difference between first and last. If you got 10% on everything through the whole game, that is a not something small. It is a big difference between housing and amenities. And if one city is at +3 then the rest are at +2 or +4 because it is GLOBAL.
It was also touched on in Beyond the Monument Episode 29 when they discussed war weariness. They played several turns showing how happiness was effected (affected?) and you can predict it's spread through the empire.Please refer to the following post. It was never answered despite my best attempts so I tested it myself. Amenities are global - the correct answer was option 2
https://forums.civfanatics.com/threads/amenity-guide.602364/page-5#post-14572234
No, it suggests you have not validated happiness correctly... I have queried and investigated and disbelieved until proven. I am not saying I am 100% right but I seem further down the track.The very fact that we are having this discussion suggests that the system is flawed
I did answer it, perhaps you did not read it? They are global already! the only thing that is not is war wearyness and that is stupid to be local.No one answered me directly last time, so I'll ask it again: