Darsnan
Emperor
- Joined
- Sep 12, 2007
- Messages
- 1,336
What I mean is this: I'm trying to think in terms of how many turns it'd be before a conquered city is no longer a drain on your empire's Happiness. This, after all, is the main counterbalance to massive expansion.
In the vanilla game (base unhappiness: 2), before a conquered city can really break even on Happiness you need a Courthouse, and then up to 3 Happiness buildings (not counting the Circus or various Wonders) depending on population. In most cases it's just Courthouse + Colosseum, and you're ready to go.
In my current game version (base unhappiness: 4), you need a Courthouse AND a Temple AND some set of those same three Happiness buildings, except that each now gives less Happiness and so you'd probably need more of them. Plus the city-growth ones, the Aqueduct, Sewer System, etc. as the city gets larger, although these have the usual 66% chance of being in a conquered city.
If I went with option A (base unhappiness: 3), you'd still need the Courthouse, etc., but you'd need one fewer Happiness building. So a conquered city would break even faster; not quite as fast as a vanilla game, but all you'd really need is one extra Temple, at least for a tiny conquered city. But more specifically, this'd speed up conquest and/or rapid Settler expansion in general, because a new size 1 city wouldn't drain as much away from your empire.
If I went with option B (base unhappiness: 4), then technically you're no worse off than the current mod. But the idea is that you'd spend a few extra turns making that extra one or two happiness buildings. Or more likely, you'd build those instead of adding a very expensive and time-consuming Stadium, so it might actually speed things up a little.
Because Happiness is considered globally by the game (instead of on a city-by-city basis), then in coordination with my offensives I can mentally queue my cities (i.e. any of them, because Happiness is weighed globally) to be prepped to build Happiness-inducing buildings, which I gain availability to via researching the prerequisite techs. The more buildings available in the tech tree, the more consideration (and/or inducement) I'll have to give to which techs/ beelines to research to "prime the pump" as it were in regards to countering unhappiness via conquests.
Another, slightly different viewpoint would be the opportunity perspective: if I have the Happiness-inducing buildings available to build, then depending on the situation I find myself in, I can build them as I deem necessary (i.e. its a choice I have available to me). But if the buildings aren't available, then I really can't do anything about the situation. Or, if you go with option A, then there is less strategy involved when taking into consideration unhappiness induced by a conquest strategy.
Since my last comments I've played three more games against your current mod, and am getting a better feel for balancing Happiness against the other needs of my empire, and other than a gaffe on my part where I accepted a Peace Treaty which included 4 cities (and subsequently shot my already bad unhappiness to -36!), why I've been able to keep my head above water in this regard. Anyways, I still like option B better, as it gives me choices/ options that I have to take into consideration when strategizing.
I'd be placing many of them in the late Industrial (Hollywood would be at Radio, Red Cross at Refrigeration, Wall Street at Combustion, and I think I was going to put Three Gorges up at Atomic Theory in the Nuclear Era), although that's still adjustable, so if you're doing an Industrial start then I don't think they'd be a waste of time to go "back" for once you've put the essential city structures in place. The slightly earlier ones (KGB?) I'm not sure on.
I was actually thinking that I was placing them too late, in that they'd be almost useless in a non-Alpha-Centauri game, which was another reason not to put them in the Balance mod. At the techs I listed, they'd really only be useful if you go into the future eras, which means they're actually more intended for that Industrial start you prefer.
The AIs do a good job of grabbing a lot of the early Wonders currently. Question: how are you going to weight these additional Wonders against the existing structure of the game? A concern I have is that too many Wonders available immediately at the start of the Industrial era might discombobulate the AIs in regards to which Victory condition they pursue/ how they balance their early game development.
Anyways, on to the playtesting results:
1. The AIs really don't like it when you take out a C-S: every time I grab a C-S now, the AIs go to war with me (or an AI which takes out a C-S). So much for my strategy of cherry picking the nearest good C-S to add to my empire!

2. The AIs absolutely love to nuke now! Multiple bombs against multiple cities! In my last game I ended up at war with three different civs (see note 1 above as to why) and each dropped five nukes on me.
3. Concerning the AI algorhythms for nuking: currently the AIs nuke in conjunction with their offensive, meaning that the AIs are dropping nukes on their own troops. Should probably put a check in the code to use all available nukes first, then launch the ground/ amphibious assault.
4. Unfortunately, even after being on the receiving end of fifteen nukes, the AIs hadn't taken a single one of my cities.

5. Question: are puppeted cities responsive to stimuli (such as being attacked by aircraft)? I don't think they are, and was just wondering what governs the build queue in puppeted cities?
6. In last nights game (the one where I was at -36 unhappiness at one point) I lost several cities in quick succession: it was interesting (and perplexing) to see my Happiness steadily improving as my empire was being decimated by several AIs.

7. Concerning the "nuke proof Great Person": shouldn't Great People be damaged by nukes as well? Was kind of interesting to see the underlieing military unit take damage from the strike, but the civilian came out of it without a scratch.
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