I think the guideline that have been choosen is very good compared to vanilla.
Luxuries :
How can someone explain to me that having a luxury cultivated in the area can make a big boost for the hapiness of the population? In history the only boost on hapiness from factories of mines was for the patron, not the workers!
So now luxuries serves commerce, for me it seems logic. I think they may be more useful on city growing, but it's secondary.
Buildings :
Here too logic is respected. Citizen are more happy having a theater or an hospital than a mine or a plantation.
Balance :
Here, I think there is a lack of balancing, principally in starting a game. The principal reason is that buildings only have one focus, so you can't really specialize the town, even a city in the center of the empire must have walls and barracks, it's absurd.
Most of the buildings may have 2 focuses so you could really choose which type of city you want. I explain with an example :
Current :
- Walls : add security
- Market : add wealth
- Library : add knowledge
To reduce unhappiness you must build the 3.
Would be :
- Walls : add security AND wealth (more security so more merchants in town)
- Market : add wealth AND knowledge (more cultural exhanges)
- Library : add knowledge AND security (more instructed soldiers)
If you want a merchant city you build walls and market.
If you want a combat city you construct walls and library
If you want a science city you constructlibrary and market
For me, personalizing my cities is VERY important, for now, after a certain amount of time I see that my cities are all clones :/
M2p