Thunderbrd
C2C War Dog
The workup assumes that - food NEEDED TO GROW will be a positive thing.
We can simply increase the base food needed to grow to compensate, even making cities grow more slowly overall so as to enact further control over this aspect of the current imbalance.
The health/unhealth will always see the health win out. It's more healthy to have housing than for your citizens to be homeless but the more dense the housing, the less effective it is.
The happiness counteracts an adjustment to the amount of base unhappiness given to the population unhappiness modifier (doubling the natural unhappiness by population) making the building critical to establish in every city. The thinking there is that if people are homeless, they are desperately upset. If they have the basic need of housing available to them at a rate they can afford (thus you need to cover all kinds of zones to counteract the growing unhappiness problem) then they should be a long ways towards comfortable and happy with their civilization's leadership.
In some ways, the idea of constantly developing buildings to add more and more worth is inherently flawed in that it will always lead to imbalance. We must find ways to put weight on the other end of the scale without always putting that weight into further building definitions. There comes a time when we need to recognize that the base considerations are out of whack, such as with food - currently our system allows cities to grow too quickly because we have the base food needed to grow too low for an environment where we are providing the player with means to increase food production via buildings. Remember that vanilla had NO buildings that would give additional food period - it ALL came from land spaces ONLY.
Another way to address the food problem is to reconsider how much population 1 pop represents. If each pop represents less actual population than we can rationalize larger cities.
So, I wasn't saying to have it create ANY food LOSS but instead reducing the amount of food necessary to grow (housing allows for personal food storage reducing waste and privacy which increases the capacity for procreation among the citizenry.)
We can simply increase the base food needed to grow to compensate, even making cities grow more slowly overall so as to enact further control over this aspect of the current imbalance.
The health/unhealth will always see the health win out. It's more healthy to have housing than for your citizens to be homeless but the more dense the housing, the less effective it is.
The happiness counteracts an adjustment to the amount of base unhappiness given to the population unhappiness modifier (doubling the natural unhappiness by population) making the building critical to establish in every city. The thinking there is that if people are homeless, they are desperately upset. If they have the basic need of housing available to them at a rate they can afford (thus you need to cover all kinds of zones to counteract the growing unhappiness problem) then they should be a long ways towards comfortable and happy with their civilization's leadership.
In some ways, the idea of constantly developing buildings to add more and more worth is inherently flawed in that it will always lead to imbalance. We must find ways to put weight on the other end of the scale without always putting that weight into further building definitions. There comes a time when we need to recognize that the base considerations are out of whack, such as with food - currently our system allows cities to grow too quickly because we have the base food needed to grow too low for an environment where we are providing the player with means to increase food production via buildings. Remember that vanilla had NO buildings that would give additional food period - it ALL came from land spaces ONLY.
Another way to address the food problem is to reconsider how much population 1 pop represents. If each pop represents less actual population than we can rationalize larger cities.
So, I wasn't saying to have it create ANY food LOSS but instead reducing the amount of food necessary to grow (housing allows for personal food storage reducing waste and privacy which increases the capacity for procreation among the citizenry.)