Spatzimaus
Mad Scientist
cities always do it, to hell with the historic building, we need the land for a new mall)
Or let's move London Bridge to Arizona. Or we're Russia and decide to relocate our heavy industry (Manufactory) past the Urals to protect it from the invading Nazis. Yes, there are plenty of precedents.
I did the check you suggested with FireTuner:
I'd forgotten that I left in that terraform check (which gives two print statements any time someone builds an improvement, and that includes when the game "builds" a Goody Hut) that you saw on lines 1-10. This was to test the theory that the AI planting forests/jungles was screwing things up.
The upshot is that if there's no delay between the Start and End for each of my routines (11/12, 14/15, 16/17), then the slowdown you're experiencing is probably not a consequence of my mods and is something that anyone who plays a vanilla game on huge maps and/or epic speeds should see.
There might still be a weak correlation; for instance, if my mod makes it so that a larger number of players are still around on turn X, or makes each worker now have Y+2 options instead of Y, then I suppose it could still slow things down a bit even outside of my Lua routines.
Well, as you mentioned, around theater, but only if gold is not a problem, because much of the pre theater buildings that contribute to happiness are necessary too.
Right, that seems to be the dividing line; pre-Theater the Happiness buildings (Temple, Colosseum, Aqueduct) are seen as essential parts of a growing city, and if you can get a Circus to add to that, great. This is why I nerfed the Theater and Stadium so much.
But I'm not convinced that these are the only problems. There's also:
> World wonders: Forbidden Palace, Notre Dame, Eiffel Tower. If you're in first place then you'll pick up all of these.
> The Circus and Circus Maximus.
> Finding all of the Natural Wonders, and putting a couple of them within your borders now that I've boosted them.
> The Liberty policy that adds +0.5 happiness per connected city
> The Piety policy that reduces population unhappiness. (And the policy branch's base, which adds a flat +2.)
> The Rationalism policy that adds +1 happy per university.
> In the vanilla game, Planned Economy (Order policy), which reduces city unhappiness a la the FP. (In my mod, I moved that effect to Planned Society, which only unlocks in the Digital Era, so this shouldn't be as much of a problem any more. Likewise I added two other Happiness policies in the future eras.)
> Neutronium and Information in the future eras add another +8. (Plus Ambrosia if you get that wonder.)
And the less direct ways. With a larger empire you're more likely to have duplicate luxuries, which can be traded to get the resources you don't have yet. With higher income you can bribe more city-states to Ally, and that means a few luxuries you can't get from other empires.
Don't get me wrong, I like some parts of the balance here. An expanding empire will often have serious happiness issues, while one that doesn't expand will eventually have so much happiness that they'll spend a lot of time in a golden age, which is a nice way to keep things competitive. But it still feels a bit off; it's just too easy to stay above zero, and once you get Theaters and such it's typical to get huge surpluses.
So the question is, what can be done? I don't want to nerf the happiness on the Theater yet again, and I don't want to jack up the base unhappiness values further since this'd kill the early game.
One thought was to change how luxuries work; one possibility was to reduce the +5 each gives to, say, +4. Possibly have this depend on the specific resource, and use tile yields to compensate. So maybe Marble only gives +3 Happiness, but the tile and improvement each gain an additional +1 production or gold to represent its building purposes. (It'd be less useful as a trade good, which fits given how heavy the stuff is, but would be very valuable to have in your empire. Sort of like how right now it gives a boost to wonder construction in the nearby city.) Spices might only give +4 but also add a little more to food. You could even add Culture to the Plantation or something, for when Incense is harvested.
The other possibility was to add some sort of diminishing returns in Lua, where the more luxuries you have the less each impacts your society, so that an empire with 10 luxuries doesn't get substantially more happiness than one with 5.
Of course, in both cases the AI would be completely incapable of handling this sort of thing well.