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Diplomatic Marriage and unhappiness

Discussion in 'Communitas Expansion Pack' started by ekolis, Sep 19, 2012.

  1. ekolis

    ekolis Chieftain

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    Not sure if this is a vanilla issue, but for Austria's Diplomatic Marriage ability, does the unhappiness from annexing/puppeting actually have any effect? Given that there's no turns of unrest from Diplomatic Marriage, it seems the only unhappiness you get from using it is from the extra city and population! So maybe the messages on the annex/puppet dialog should be reworded? (And what's the point of puppeting a Diplomatic Marriage city, anyway? Annexing is way better!)
     
  2. kaspergm

    kaspergm Deity

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    Puppeting will leave your SP cost unchanged as a puppet city will not count in city count towards culture cost. So if you're going Culture, you'll want to leave them puppeted.
     
  3. mystikx21

    mystikx21 Deity

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    Really so long as you are generating sufficient culture in a new annexed city (usually once it is pretty big and has a museum or opera house), the only downside is increasing national wonder costs. Social policy costs go up, but you can cancel it out.
     
  4. wobuffet

    wobuffet Barbarian

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    And :c5unhappy:Unhappiness!
     
  5. kaspergm

    kaspergm Deity

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    That is true, to a certain extent. I'm not quite sure how those things are calculated, but on paper it says that a new city will increase SP cost by 15 %. This means that in order for a new city to be "neutral" it not only needs to produce the same culture as any other city, it will need to produce 15 % of the total empire culture in order to cancel out its contribution. If I do my math correctly, this basically means that from city #8 and up, your new city needs to provide more culture than the average of each of your other old cities.

    To put this in numbers, imagine you have 10 cities each providing 100 CPT and your next SP is 10,000 culture. This means 10 turns to your next policy. Adopting a new city will increase this number by 15 %, to 11,500, meaning your new city needs to provide 1500 culture over 10 turns for this to remain neutral - or in other words, your new city needs to provide 150 CPT, which is more than what your old cities provide.

    Bottom line is that it's not enough to just max out each city on culture and then you can increase city count without any drawbacks on culture growth.
     
  6. mystikx21

    mystikx21 Deity

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    True. There's a social policy to help there. Which I usually have. Also the marriage feature seems more useful earlier. If you manage happiness that is.
     
  7. wobuffet

    wobuffet Barbarian

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    kaspergm: Actually, like most modifiers in Civ, the 15% increase in SP cost per satellite city is additive, not multiplicative.

    So if you need 1000:c5culture: for your next SP with just your Capital, you'll need 1150:c5culture: if you build one more City, 1300:c5culture: if you build two more, etc.
     
  8. kaspergm

    kaspergm Deity

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    Ok, thanx for clarifying, while we're on this subject, there is the Social Policy in Liberty which decreases this penalty by 33 % - the question I have is, it says "decreases the penalty of newly founded cities" - does this mean that it only works for city founded after the policy is picked, or will picking the policy late work in retrospect also on the cities you have founded before picking the policy?
     
  9. wobuffet

    wobuffet Barbarian

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    It works for all satellite cities, whenever they were founded. It simply cuts the 15% figure above to 10% per city beyond the Capital.
     

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