C2C - Housing

How about giving forges and some other building like -4 health. More importantly I think is the excessive happiness, some more negative happiness on important buildings in the mid game is needed. Its so easy to have like 21 happiness 6 unhappiness which is totally out of whack. Far too many +:) too little +:mad: from things. I suggest you give out some extra negatives on key buildings that unlock a bunch of other buildings so players basically have to build them. Then if these negatives could also scale to difficulty level - a lot of the 'too easy' problem would be solved imo.

Maybe a screenshot or 2 eh Sgt? Cause my Happiness is being pushed just like my health. Show what you are talking about cause it's directly opposite of what I'm experiencing.

And adding -4 health to forge is (sorry for this) ludicrous. I rarely build forge anymore unless I have an abundance of health in that city. Way too many penalties associated with it now for a meager gain in :hammer:. Used to be that you would rush to get Forge to get your production up. Not a good idea any more.

Some of the :yuck: that is strong comes from pop and tiles. Everybody wants a good source of food early in the game so you farm floodplains. This is an age old Adage for Civ (even back to Civ II). But because the mod has increased the way :yuck: is developed by Classical Era those floodplain farms are generating (imho) way too much :yuck:. And 1 :yuck: per pop is also strong. Now add these 2 together throw in the new Civic :yuck: penalties and soon your swimming in the sewer lagoon. :yuck: !!!

JosEPh
 
Just have a look at shen's recent youtube video, he has paid no attention to crime pretty much, has in some cities +6 unhappiness from crime etc, but he is still like 20 happy to 10 unhappy. I will post a screenie for from when I play later today.
 
The Homeless building is making the game unplayable. Your first city ends up with unhappiness so you can't build anything nor can you research anything. It should not come into play until you have shelter building tech at the earliest.
 
The Homeless building is making the game unplayable. Your first city ends up with unhappiness so you can't build anything nor can you research anything. It should not come into play until you have shelter building tech at the earliest.

Do you have an example of this? In my test game while i did have a lot of :yuck: I was able to get to shelter building without :mad: exceeding :).
 
I have restarted three times! Every time I start with a total of -2 happy which means I can't build anything since no plots are worked etc. I changed Homeless to shelter building but then moved it back to cave dwelling!
 
I have restarted three times! Every time I start with a total of -2 happy which means I can't build anything since no plots are worked etc. I changed Homeless to shelter building but then moved it back to cave dwelling!

This is slightly odd - even on diety I'm not starting with net unhappy. Do you have several unhappiness from a civ trait or something?
 
Cave dwelling or whatever is only 3 techs from the start (wanderer tech, gather tech>cave dwelling). It doesn't take that long to get off homelessness anyway. You still get the hammers from your city tile too don't forget.

I've started a few games since this change and pretty much every time I never got to work first tile, but its really not that big a deal.
 
It makes the game unplayable since you loose 50% or more of your production and possibly a bit of commerce putting you behind in science.

Save attached. Just settle where the band is.
 
This is slightly odd - even on diety I'm not starting with net unhappy. Do you have several unhappiness from a civ trait or something?

This is it. One of the new negative traits gives -1 Happy in all cities at the start, which combined with a high difficulty and a poor start location can lead to you starting with unhappiness.
 
its 3 techs, like 30 turns at most.. i'd hardly call it "unplayable". I thought you were Australian dancing.. :nono:
 
Hello I'm new and I figured in would just jump right in with an idea I had about the housing you have In place, this would also affect most buildings. I propose that all production and supply buildings should require manpower, and progressively moreso throughout the eras.

For example early on you have the stick gatherer; this would require little manpower, therefore using maybe one person. Later on you have, a forge this would probably take three or four people. Then you get up to the industrial era, where a factory necessitates hundreds of employees, and then back down again with robotics.

I think that something like this would make much sense, with the inclusion of an evolution of houses through time in C2C. You could thus only work buildings if you had the necessary housing.

This could also help with the homelessness problem, in that the more homeless people you had working in your city, the more unhealthy, then you could expunge the unhealth on houses, and change it to health. That way the more homeless you have in your city, the higher your health is proportionally.
 
I think Frat Houses should be moved back to manuall building ,since they are not exatly housing like the rest. Sure people live there, but soldiers also live in barracks. They do represent the Fraterneties for me, so they are more about alloing those in oyur city or not, not about providing a place to live.
And with the crime they add I would like to have a choice about building them ;)
 
+1 for above idea
 
@Il Principe

Would you build them if they were optional?

Depends a bit on the city and its priorities.. in some yes, in some: no. Just like I don´t build gamling halls in every city, just those I am confident that they can take it ( like those conquered polar cites that will never grow to a size where population crime is a problem)
Also situation dependend. If I feel that a city where I would noramly build it can´t take the crime hit right now, I´ll wait till I got some anti crime measures in place before building them.
I am the kind of person who was quite happy with the sports buildings giving negative :hammers: ;) I like having stuff that is not all good, but has pros and cons to it, making me weight them against each other.
So, yes I would build them, just not everywhere :)

And although we do have frat houses in Germany their influence is far less then in the US as far as I know. but a lot of thing in the game are generalzied a bit, no need to change anything in that respct I think.
 
If you build a good bldg it will get used.
If you build a "mixed bldg" it will get used when "needed" but not every time.
If you build a bad bldg it will be avoided.
But, if you place them all "under the hood" so the player has No Choice you will stagnate the Mod.

JosEPh
 
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