Ahriman
Tyrant
The problem is that Unhappiness does not hinder conquest.
We've suggested
Penalty for Unhappiness= Continued Resistance
But a Resisting city gives an actual BENEFIT and Provides no actual Penalties besides Unhappiness
So if the only penalty for Unhappiness is Unhappiness.....? then what is the point.
Wth are you talking about??
If you conquer a city, that causes unhappiness. Unhappiness is bad; it reduces growth, production and military strength on an empire-wide basis.
If unhappiness sufficiently painful to hinder conquest, then the correct design solution is to make is so that negative happiness is really bad. Not to go around creating other mechanics to penalize conquest.
A resisting city gives a small benefit (terrain), and a significant penalty (unhappiness).
Puppets provide just as much gold and science and culture output as regular cities.- The 5 gold + opportunity cost of a courthouse + lost population/buildings on Annexing makes razing and resettling more preferable.
- Puppets don't contribute to policy costs
- Puppets build useless buildings, and feel like a game of dice. Causes researching some techs to turn into a detriment.
- Puppets don't give control to the player, which is less fun (I might be alone on this one).
I don't think that the lack of control is a problem; in fact I think this was the core design reason for the whole puppet mechanic in the first place, to create a low-MM option when conquering so that you didn't have to manage the city yourself. You'd annex the good cities you wanted to keep, and leave the rest as puppets.
I think the clear core solution is:
Fix puppet build AI to focus on useful stuff.
Reduce puppet productivity of beakers, hammers, gold and culture.
And then *maybe*
Maybe make puppets unaffected by Maritime city states.
Have puppets contribute a partial increase to social policy costs.
Decrease the loss of population and buildings when a city is conquered (all happiness buildings get destroyed, but culture buildings can be kept).
Increase puppet resistance length. Have permanent resistance without a unit present.
Prevent razing without a unit present.
I see no reason to reduce courthouse maintenance. However, I would consider having courthouse costs scale by era (or number of cities), so that they weren't completely unbuildable in the early-midgame.
Note that reducing the population loss will also penalize razing.
At the moment, if you capture a size 10 city and raze it, it drops to pop 5 takes 5 turns to raze, and contributes 7+6+5+4+3 = 25 cumulative unhappiness.
If that size drops only to 9, then it takes 9 turns to raze and contributes 11+10+9+8+7+6+5+4+3 = 63 cumulative unhappiness.
Precisely. There is no point in constantly complaining that unhappiness doesn't matter.Let's make the following assumptions, so we can simplify this, as we're already changing these things:
- Maritimes are balanced
- It's detrimental to lose happiness, and players want to stay at least above 0