In other words, I want it to be automatic, but I want to control the factors that go into the equation.
Its pretty obvious how it is working. It will always try to have all cities at a number of needed amenities to get to no penalty or better. A city can only get an amenity from a luxury type once. A single unit of a luxury provides for up to 4 cities.I don't want to manually control it directly, but I do want to know which city "needs it most" and why, so I can prepare my strategy around it.
In other words, I want it to be automatic, but I want to control the factors that go into the equation.
A single unit of a luxury provides for up to 4 cities.
So say you have 1 chocolate and 4 cities. All 4 cities get +1 amenity. Build another city and now that 1 chocolate doesnt provide for all 5 cities. The game will distribute those 4 +1 amenity bonuses among your 5 cities as needed to avoid penalties as much as possible. If you get another chocolate you now have enough chocolate to +1 amenity up to 8 cities. The chocolate cannot double up to give +2 amenity though. You need a different type of luxury to stack the amenity bonus up.Could you pls elaborate it further ? Thx
Its pretty obvious how it is working. It will always try to have all cities at a number of needed amenities to get to no penalty or better. A city can only get an amenity from a luxury type once. A single unit of a luxury provides for up to 4 cities.
So say you have 1 chocolate and 4 cities. All 4 cities get +1 amenity. Build another city and now that 1 chocolate doesnt provide for all 5 cities. The game will distribute those 4 +1 amenity bonuses among your 5 cities as needed to avoid penalties as much as possible. If you get another chocolate you now have enough chocolate to +1 amenity up to 8 cities. The chocolate cannot double up to give +2 amenity though. You need a different type of luxury to stack the amenity bonus up.
A good thing to note is if you have a diversity of luxuries an amenity boost in one city will result in luxuries getting shuffled around so other cities benefit. In this way a city that is less than ideal for an entertainment district can still benefit from the district getting built far away.
If you get another chocolate you now have enough chocolate to +1 amenity up to 8 cities. The chocolate cannot double up to give +2 amenity though. You need a different type of luxury to stack the amenity bonus up.
Distance isnt a factor. It is just a straight count of cities.Thanks a lot for the explanation, I just didn't get why you spoke about 4 cities always and not 3 or 5.
Is it a matter of city distance from the resource that equals to 4 maximum cities ?
If you are over the amount needed to not be penalized you can get bonuses and it shifts things to attempt to keep it all even.And which city does it pick if there are ties? Does it calculate the spread of luxuries before or after taking other amenities into account? If all cities are already positive, how does it distribute them?
This assumes that your "obvious" suggestion is correct. All the devs have said is that it goes where its needed most. That could mean whatever city gets the greatest yield increase from the amenity, rather than whichever city is numerically the most lacking in amenities.
In a way, yes. If a city is at -1 amenities and you build something there for +1 amenities, it is likely it will then send one of the luxuries somewhere else and you don't see any local effect of the +1 amenities you just built in that city. In the early game, for as long as every city requires luxuries to reach the average happiness level (and assuming you don't have enough copies of every luxury you own to supply all your cities), whatever you do for +amenities will effectively add to a global pool of amenities that is distributed evenly across your empire.But doesnt that de facto mean that Global Happiness is somehow still the case ?
If it always tries to spread amenities in a way to equalize the average amenity level in your cities, thats nothing else than exactly that: global happiness in a hidden variant...