Thalassicus
Bytes and Nibblers
By specialists and tiles I was using a shorthand for "specialist economy" and "tile economy", the wording was just getting a little repetitive. Basically what I'm referring to is globalized strategic power (game as a whole), not localized tactical power (of individual yields). The overall strategic power is about equivalent between the two economic choices for a small empire, with the comprehensive balance changes.
The topic of small vs large empires is discussed in the link I provided earlier (2 posts, one at the top and another a little down). Basically, you can pursue a specialist economy if you're following a conquest or rapid expansion strategy, but in practice it's not as powerful a choice as other policy trees like Honor, Liberty, Autocracy, and Order. Some reasons for this are unhappiness to empire size ratios, capital power to empire size, city production-yield availability, and other factors. With extra unhappiness from #cities added in, specialists will become even less viable for large empires.
In regards to the ignore-happiness issue, curve smoothing is definitely something I'll pursue, with the %'s mentioned a few posts up, and I will add your idea for a science penalty. Still, we'll have to wait a few months to do this (if it takes them as long to release the c++ as it did with IV), and population control is one fix in the meantime. It's a tough issue. Do you have any thoughts of how to address the problem other than curve-smoothing and population control?
The topic of small vs large empires is discussed in the link I provided earlier (2 posts, one at the top and another a little down). Basically, you can pursue a specialist economy if you're following a conquest or rapid expansion strategy, but in practice it's not as powerful a choice as other policy trees like Honor, Liberty, Autocracy, and Order. Some reasons for this are unhappiness to empire size ratios, capital power to empire size, city production-yield availability, and other factors. With extra unhappiness from #cities added in, specialists will become even less viable for large empires.
In regards to the ignore-happiness issue, curve smoothing is definitely something I'll pursue, with the %'s mentioned a few posts up, and I will add your idea for a science penalty. Still, we'll have to wait a few months to do this (if it takes them as long to release the c++ as it did with IV), and population control is one fix in the meantime. It's a tough issue. Do you have any thoughts of how to address the problem other than curve-smoothing and population control?