FPXI
Prince
- Joined
- Aug 23, 2014
- Messages
- 315
Motivation
I agree that the current city-spam situation is a major problem, and agree with the assessment of the problem in the original proposal. However, I think the proposed solution is too big of a change and goes beyond the scope of a re-balance.
I propose the following smaller change with the hope that it will make decisions about when and where to found a new city a little more deliberate, and encourage more population growth.
This proposal is intended to work in conjunction with other proposals made this session that increase the importance of food, working tiles and farms, and encouraging more puppet use, but it is also designed to work without them and becomes even more important if they fail.
In addition to the change proposed in 9-34, I propose we do three things:
Proposal
Additionally, every eight Citizens in your Empire (excluding Citizens in Puppet Cities) increases them by 1%.
City Strength: +6
Hit Points: +100• -5% Empire Size Modifier
Considerations:
This proposal has a slightly larger negative impact on Babylon and Assyria because it impacts their unique buildings they want to build in every city early. Because walls are typically buit in most cities regardless of Civ or playstyle, this impact is restricted to the timing of accumulated empire-Size reduction penalties relative to other civs before castles.
Mongolia's Adopt the Yaasa becomes slightly more efficient. Currently it reduces per-city penalties from 5% to 3%. Under the proposed change it would reduce per-city penalties from 7% to 4.2%. That's an efficiency gain of .08%. This is a small increase in strength against other wide civs (more efficient size) but still a slight nerf relative to tall civs (their per-city penalty is still increasing).
References:
This is a counterproposal to this 9-35
The 7% value is chosen to be consistent with the proposed science and culture change in 9-34:
Implementation Note:
The empire-wide population modifier to empire size penalties could either be removed or just reduced to 0%. Neither is difficult, but the later retains the ability to easily adjust it later. I see no harm in keeping the knob around.
Changes include:
I agree that the current city-spam situation is a major problem, and agree with the assessment of the problem in the original proposal. However, I think the proposed solution is too big of a change and goes beyond the scope of a re-balance.
I propose the following smaller change with the hope that it will make decisions about when and where to found a new city a little more deliberate, and encourage more population growth.
This proposal is intended to work in conjunction with other proposals made this session that increase the importance of food, working tiles and farms, and encouraging more puppet use, but it is also designed to work without them and becomes even more important if they fail.
In addition to the change proposed in 9-34, I propose we do three things:
- Increase the empire-size modifier penalty per city.
- Eliminate the impact of total population on the empire-size penalty.
- Remove the empire-size modifier reduction on walls.
- Slow down early city spam by making Empire-Size modifier slightly more punishing early.
Proposal
Empire-Size Modifier
Each city in your Empire (excluding the Capital and Puppet Cities) increases the Needs Thresholds by 5% 7%.
Walls (Walls of Babylon / Lamassu Gate)
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
Considerations:
This proposal has a slightly larger negative impact on Babylon and Assyria because it impacts their unique buildings they want to build in every city early. Because walls are typically buit in most cities regardless of Civ or playstyle, this impact is restricted to the timing of accumulated empire-Size reduction penalties relative to other civs before castles.
Mongolia's Adopt the Yaasa becomes slightly more efficient. Currently it reduces per-city penalties from 5% to 3%. Under the proposed change it would reduce per-city penalties from 7% to 4.2%. That's an efficiency gain of .08%. This is a small increase in strength against other wide civs (more efficient size) but still a slight nerf relative to tall civs (their per-city penalty is still increasing).
References:
This is a counterproposal to this 9-35
Motivation
Currently more cities is almost always better and not just a little better but significantly better. While I generally think additional cities should generally be a good thing there should be some trade offs and it should take some time for the investment in new cities to pay off. Here are several reasons for wide currently being very strong:
It would be great to make some adjustments that achieve the following:
- Per city penalty for culture/science is low at only 5%
- You get more yields from more smaller cities than fewer large cities due to flat yields and specialists
- You don't need that many tiles to work if you go for 10-15 pop cities and work a number of specialists so can pack cities in tightly
- You can avoid growth to prevent Need increases which would cause more unhappiness
- Unhappiness is by needs which is based and capped primarily by population and there is no base unhappiness per city
This will be a series of related but I believe independent proposals which will tackle the following (bolded is what this specific proposal addresses):
- Allow empires with a few less cities compete with those with a few more cities besides just racing to get a CV/DV while they hope not to get attacked
- Promote using puppets instead of always annexing as empires get very wide so that each additional city doesn't contribute quite as much and slows down the snowball effect
- Higher pop cities and working tiles being more valuable so city spam is not always optimal
- Increase per city penalty for culture/science so its harder for wide empires to also gain a significant tech/policy lead while also promoting the use of puppets which don't give the penalty
- Adjust unhappiness to be based more on number of cities while buffing luxuries so they are more meaningful outside of monopolies
- Make settling new cities or annexing them more costly and take longer while reducing the time to puppet cities
Proposal Summary
- Add 2 flat unhappiness to Cities
- Increase base Happiness by 4 on all difficulties (2 Cities worth)
- increase Luxury Happiness from 2 to 4
The 7% value is chosen to be consistent with the proposed science and culture change in 9-34:
Proposal Summary
- Increase per city penalty for Culture/Science from 5% to 7%
Implementation Note:
The empire-wide population modifier to empire size penalties could either be removed or just reduced to 0%. Neither is difficult, but the later retains the ability to easily adjust it later. I see no harm in keeping the knob around.
Changes include:
- In CoreDefineChanges: (EMPIRE_SIZE_NEED_MODIFIER_CITIES,
500700) - In CoreDefineChanges: ('EMPIRE_SIZE_NEED_MODIFIER_POP',
1250) - In NewConcpetText.xml: "...increases the Needs Thresholds in every City by
5%7%.Additionally, every eight Citizens in your Empire (excluding Citizens in Puppet Cities) increase them by 1%." - In BuildingChanges for walls: EmpireSizeModifierReduction =
-5-0 - In BuildingTextChanges.sql for walls: "
Also helps with managing the Empire Size Modifier in this City."
Last edited:
It was designed this way because long ago in the beforetimes, unhappiness was a much larger problem that could easily spiral out of control and be very punishing, with little ability to remedy this if you were caught behind and Needs Thresholds kept increasing. The ability to Avoid Growth and have Needs thresholds remain static until then was a safety valve on this - so that players could stop growth and build buildings to address their citizens' Needs, rather than unavoidably spiraling into Unhappiness.