To do a percentage modifier to puppetI must add a stackable
building to the city. Any idea for a name? Right now it's just called the "puppet modifier."
Ok, but if razing creates 3-4 units per turn for the enemy, then it isn't ever going to be worth doing, and particularly not to raze multiple cities at once, so we're back to a point where razing is weaker than than now.Do 3-4 per turn?
Hardcoding diplomacy like this seems very artificial.If the penalty is sufficient to force a war declaration from civs with certain philosophies or allow existing enemies to declare peace and potentially even jump in against you then it may.
I don't think that would work gameplay-wise, it would be too inflexible. Part of why the current system works is because, with enough happiness, you can compensate for the penalties. There is something you can do, and you can prepare for it beforehand (by building happiness through buildings and policies).utterly arbitrary timer on things and say you can only raze a city once every 50 turns. That would satisfy your requirement to slow things down and might even work out OK gameplay wise.
I'm not convinced that genocidal razing is a purely military matter that has no impact on your ability to maintain order in your empire. Historically, it was rare. Even if a town was sacked, that didn't involve destroying it utterly and wiping out the entire population.The key point is that razing a city is conceptually a military matter and should largely have military problems associated with it. Restricting it with happiness which is a measure of civil order doesn't make sense.
I didn't miss it, but perhaps I don't understand what it means in this context.You must have missed where it says stackable.
I didn't miss it, but perhaps I don't understand what it means in this context.
Is it not possible to give +0.2 happy per pop and -1 science per pop and -25% culture and -25% gold and -25% production in the same building?
If you wanted a name for a *puppet* building that was only present in puppet states, I would have it be something like:
Imperial Advisor, Viceroy, Local ruler, Local governor or something like that. The name should indicate that the building is related to puppet status somehow.
You can march them off somewhere else without most of them dying?You could pretty much just march everyone out of town in a massive displacement
You are interpreting happiness too literally, and you are also assuming that all of your cities contain only "your" citizens.-Causing some manner of death and destruction in some other country is going to make your own citizens less happy. There are plenty of historical examples of both, so I think any mechanic which forces our populace to all have bleeding hearts and wartime chastity belts regardless of situation is frustrating.
Suppose for example that someone invaded the US. They captured the cities on the east coast and installed puppet governments, and started advancing inland. They then capture Chicago and initiate a genocide, slaughtering the entire population.
You don't think that would make it more difficult to maintain order in New York and Boston and Philadelphia?
Why do we need an extra building in a non-occupied non-puppet city?In every non-occupied non-puppet: City Council
In every occupied city: Provisional/Military Council
In every puppet city: Provincial Governor
Puppet city stacking happiness: Garrison
I also think that finishers should be weaker than a generic policy; they're a free reward for concentrating in a tree, they don't take up a pick so they don't need to be as powerful as a pick.
Town Watch or Garrison
Please see my previous comments on this, for example http://forums.civfanatics.com/showpost.php?p=10884326&postcount=65Ok, lets look at the other 2 Ancient Era finishers.
1) Tradition gives you +15% food in every city. Wow, that is immensely powerful, probably the best finisher in the game.
I'm unconvinced that the engineer slot is a good design choice.2) Liberty gives you a maintenance free building in EVERY city for the rest of the game. A building which will provide defense, +2 production, an engineer slot, and the potential for +2 food (left side Tradition)
This doesn't make sense to me. How does the fact that you go into Honor because you intend to conquer mean that it is somehow ok for Honor to have the most powerful finisher in the game?So what I am proposing could possibly be the best finisher in the game, if it wasn't for the fact that there really isn't a reason to go into Honor unless you plan on doing some serious warmongering.
This is totally wrong. There are huge benefits to science win and modest benefits to diplomatic win from going into Honor, because Honor helps you win wars, and winning wars weakens other civs.There is literally no benefit to a Science/Culture/Diplomatic civ to taking any policies in Honor, there are much much better picks in other branches.
On what version?Now, lets look at my first attempt at Immortal Domination
In this scenario, we are talking about +18 happy from just 3 cities, and possibly much much more over the course of the game.So, in this scenario using my suggested policy change, we're looking at a net difference of about +18 happy (leaving us still markedly below the -10 point).
There are no % happiness modifiers on the order of 33%.Considering all the % modifiers we give to civs everywhere else in the game, I dont really see this change as being particulary game breaking.
So with 1-2 at the time of razing it's too easy. With 3-4 per turn it's too hard. That implies that there is a middle ground that makes razing the desired difficulty only constrained by excess military power rather than excess happiness. Which is pretty much my desired position.Ok, but if razing creates 3-4 units per turn for the enemy, then it isn't ever going to be worth doing, and particularly not to raze multiple cities at once, so we're back to a point where razing is weaker than than now.
Doesn't have to be hardcoded, just an extremely negative modifier. I only mention the civs of various philosophies as I feel like the French are going to have more of a problem with a bit of rampant destruction than the Mongols.Hardcoding diplomacy like this seems very artificial.
Precisely, it's a terrible idea, that's the point. It's just a more extreme version of what we have now. Happiness is much less flexible than military might especially at specific tech levels. There are times when it is simply impossible to generate sufficient happiness to take a 20+ level city and not be catapulted into severe and unrealistic negative happiness levels. It's not a matter of preparing, it's a matter of possibility.I don't think that would work gameplay-wise, it would be too inflexible. Part of why the current system works is because, with enough happiness, you can compensate for the penalties. There is something you can do, and you can prepare for it beforehand (by building happiness through buildings and policies).
It is or is not depending on the philosophical outlook or your society. For a modern western democracy? Definitely a frowned upon social issue. For feudal era crusaders, ancient Aztecs, or WW II era fascists/communists? It was either not up for public debate or implicitly accepted and so the limiting factor was desire and ability to do so. Or in other words the player's will and current otherwise unoccupied military power.I'm not convinced that genocidal razing is a purely military matter that has no impact on your ability to maintain order in your empire. Historically, it was rare. Even if a town was sacked, that didn't involve destroying it utterly and wiping out the entire population.
I think it would be fairly simple propositions if they were also shattered and burned out lifeless husks. But I'd agree if they were instead previously captured. I think adding a happiness penalty during razing to captured but not fully assimilated cites would be perfectly reasonable. In that case you have citizens whose conduct and opinions you do care for being made unhappy and so happiness is a reasonable penalty.Suppose for example that someone invaded the US. They captured the cities on the east coast and installed puppet governments, and started advancing inland. They capture Chicago and initiate a genocide, slaughtering the entire population.
You don't think that would make it more difficult to maintain order in New York and Boston and Philadelphia?
That sounds to me like too much infrastructure is kept. All the culture buildings, all the happiness buildings, all the food buildings, all the science buildings? This means that puppets for example will still potentially add to your science. I think that this would be a very very large boost to warmonger strategies, probably too large.Capturing a city demolishes the structures listed below, and no others (Click for details):
Courthouse.
Defense buildings.
Gold buildings.
Factories and power plants.
Quote:
Considering all the % modifiers we give to civs everywhere else in the game, I dont really see this change as being particulary game breaking.
There are no % happiness modifiers on the order of 33%.
The biggest % happiness modifier in the game is India's UA, which gives -20% happiness from population, and is very, very powerful.
I didn't miss it, but perhaps I don't understand what it means in this context.
Is it not possible to give +0.2 happy per pop and -1 science per pop and -25% culture and -25% gold and -25% production in the same building?
In general I don't feel that the military is sufficiently involved in post-conquest issues.
Thank you for the Viceroy and Town Watch name suggestions. "Town Watch" isn't ambiguous with normal unit "garrisons."
The options available to modders in the files are:
Since the one-city varieties of unhappiness or population/percentage based happiness are not available, I work around it with a stackable flat +
- flat +
in one city
- flat +
in all cities
- +
per population in all cities
- percentage -
% in all cities
building. A 12
pop city gets 12*0.25=3 stacks of a +1
building to simulate -25%
from population. It's not identical but close enough. A separate building from the governor is required because we don't want the other governor effects multiplying when stacked.
Dummy buildings are necessary because we cannot directly alter the game core's happiness calculations.
Any significant changes along these lines would require changes to the AI in the game core only Firaxis has access to. It wouldn't know to expect units to pop up around the city. This is why I have the current partisans appear at the capital, instead of the captured city.
Happiness is a totally different kind of resource to the various yields. Just because there is a +33% science building doesn't mean that a -33% unhappiness building would be balanced.I wasn't talking specifically about % happiness modifiers, I was talking about the abundance of % modifiers you can find for every other quantity in this game. Production, science, gold, and food.
No, -33% unhappiness from any policy is inherently broken. It is too dramatic an effect.say we kept the -33% happiness modifier, and instead decreased the production by said puppeted cities, would this, in your mind, be a balanced and acceptable change?
Ok, I think I understand. So a size 28 city is going to have 8 buildings added (7 happiness buildings plus the governor's office). This is ok, as long as the town watch building still only shows up once visually (if you view a puppet) but has a x7 message or tooltip somewhere.A 12 pop city gets 12*0.25=3 stacks of a +1 building to simulate -25% from population.
Food Buildings /Garden - 66% chance to keep
Gold - 75%
Science - 66%
Happiness - 100%
Production/Sea - 66%
Culture - 0%
Resource specific (Mint/Forge/Monastery) - 0%
Stoneworks - 66%
Defense - 0%
Military Training - 0%
Natl Wonder - 0%
World Wonder - 100%
So let's take example to the logical end in Civ5. Your Milistanian Civ invaded America, and puppeted NY, Boston and Philly. Then they took Chicago and started to raze it. Their happiness plummeted too low, fairly enough it "costs" more happiness to raze. So what does the Milistania do? Quickly they set aside funds to construct theaters and stadiums all around their offshore homeland. And lo and behold, the entertainment so provided put the conquered American citizens all across the Eastern seaboard at peace of mind, nevermind that their compatriots at Chicago are being systematically genocided by the hundreds of thousands, if not millions. And you call that "Reasonable mechanic"Suppose for example that someone invaded the US. They captured the cities on the east coast and installed puppet governments, and started advancing inland. They capture Chicago and initiate a genocide, slaughtering the entire population.
You don't think that would make it more difficult to maintain order in New York and Boston and Philadelphia?