I have some ideas for additional buildings, again mostly targeting the modern era. The primary motivation this comes from is that the late Industrial and following eras come with the introduction of corporations, which in turn produce a lot of additional unhappiness and pollution, and the introduction of energy consuming buildings, which further produce bad health. There have been repeated complaints that those side effects are excessively punishing, and come with little means to combat them.
I agree with this to some extent, in particular for corporations, whose spread you cannot control and where the benefits sometimes do not even outweigh the drawbacks. For energy consuming buildings, I see less of an issue, because their unhealth is part of the drawback and you are not supposed to build all of them in every situation, especially before you have clean energy.
I have plans to change how corporations work later but it's clear that a stopgap solution is needed. So here are some building ideas, some related to providing more health and happiness, some just ideas I had independent of that question. I am putting them all up for discussion, but the mention here in this thread does not mean that any or all of them will actually be included.
Radiology Center (Nuclear Power)
+1 health per 25% research rate
(could require access to Rare Earths when they are introduced)
Gym (Television)
+1 health per 20% culture rate
Zoo (Ecology)
+1 happiness from Fur, Ivory, Camel, Whale (animal resources that expire in the late game)
Arsenal (Combined Arms)
+2 experience for Gunpowder and Siege units
Museum (Psychology)
+1 happiness per 33% research rate
Social Security Agency (Social Services)
-50% unhappiness from corporations
Internment Camp (Power Projection)
+5 unhappiness
+1 happiness per 10% espionage rate
-25% war weariness
+3 happiness with Totalitarianism
Amusement Park (Pneumatics)
+1 happiness per 33% gold rate
I agree with this to some extent, in particular for corporations, whose spread you cannot control and where the benefits sometimes do not even outweigh the drawbacks. For energy consuming buildings, I see less of an issue, because their unhealth is part of the drawback and you are not supposed to build all of them in every situation, especially before you have clean energy.
I have plans to change how corporations work later but it's clear that a stopgap solution is needed. So here are some building ideas, some related to providing more health and happiness, some just ideas I had independent of that question. I am putting them all up for discussion, but the mention here in this thread does not mean that any or all of them will actually be included.
Radiology Center (Nuclear Power)
+1 health per 25% research rate
(could require access to Rare Earths when they are introduced)
Gym (Television)
+1 health per 20% culture rate
Zoo (Ecology)
+1 happiness from Fur, Ivory, Camel, Whale (animal resources that expire in the late game)
Arsenal (Combined Arms)
+2 experience for Gunpowder and Siege units
Museum (Psychology)
+1 happiness per 33% research rate
Social Security Agency (Social Services)
-50% unhappiness from corporations
Internment Camp (Power Projection)
+5 unhappiness
+1 happiness per 10% espionage rate
-25% war weariness
+3 happiness with Totalitarianism
Amusement Park (Pneumatics)
+1 happiness per 33% gold rate