Oh cool, thought it was just based on total pop.Cities are prioritised by owner culture.
Due to the specialists slots available those specialists will be mostly priests. Egads!
You may be thinking of various sects of Christian zealots that immigrated en masse to the Thirteen Colonies, but Trade Company corporation does not appear there. Or in the Spanish Main, for that matter.I don't see a problem with that specifically, it's not without historical precedent to have a very religious colonial population.
Incidentally yes, modern Hinduism is very much the product of British imperialism.Instead, Trade Company appears in Sub-Saharan Africa and the Far East. Are the various European East India Companies known for subsidizing large populations of Hindu priests? How would the go about it even if they wanted to?
I don't understand why you regard it as weird that you have to pay more attention to culture in large cities than in small cities. That's exactly one of the outcomes this mechanic is meant to promote.Okay so after hiatus I played limited resources version. Changes it brings are interesting but not all for the better IMHO.
First of all I really dislike lack of control when distributing resources, this often forces me to play weird game of prioritising culture in some large cities and not building those improvements in some smaller cities. There really should be panel to assign resources.
That on the other hand is a valid concern, however it depends on if you choose to accumulate many different happiness resources or multiple instances of the same. The latter is of course the less intuitive play style if you are used to the old rules. I also understand it depends on what is available in your native area.Secondary mega cities are back with vengeance. Currently cities without access to resources are basically worthless, so you need to be really careful when placing cities. This of course means that Temujin was right and you need to burn a lot of cities.
I agree, but I haven't thought about it much. Suggestions are welcome.Thirdly I think that there is need for more health and happiness buildings to make wide empire strategy viable.
Opinions?
I don't think it's a good idea to make the deciding factor for health/happiness something that is actively furthered by having more health/happiness. It's not as bad of an idea as using population which is a direct positive feedback loop, but this would also only enable good cities to become even better while allowing no active decisionmaking.I think it would be more appropriate if it was commerce, instead of culture, that was chosen to distribute resources. Would it be possible to experiment with that, Leoreth?
I don't understand why you regard it as weird that you have to pay more attention to culture in large cities than in small cities. That's exactly one of the outcomes this mechanic is meant to promote.
I definitely do not want any micromanagement of this aspect of the game.
Actually what is ironic that isn't that super serious problem there are various ways of gaining some happy faces, mainly though sliders manipulation or civics.That on the other hand is a valid concern, however it depends on if you choose to accumulate many different happiness resources or multiple instances of the same. The latter is of course the less intuitive play style if you are used to the old rules. I also understand it depends on what is available in your native area.
There is need to revisit buildings anyway due to the new resource mechanics. Lot of them are useless now and aren't being build except some few selected cities.I agree, but I haven't thought about it much. Suggestions are welcome.
A while back I was trying to figure out how to make smokehouse, sewers, and baths better, but I found that per the mechanics of the game they're pretty balanced.There are two problems with this. Firstly border cities are often not in you core but really need culture to push borders. Secondly culture give yields to specialist and increases GPP generation, so ideally you want those 5k culture in all of yours cities. Thirdly this also lead to few super cities, because if I cannot control resource distribution then I will mitigate risk by having fewer cities.
Actually what is ironic that isn't that super serious problem there are various ways of gaining some happy faces, mainly though sliders manipulation or civics.
Serious hurdle is presented by because there is no way to overcome lack of those kind resources. There isn't enough buildings to counteract , this is also making industrialisation almost impossible. It was already difficult under 1.15 rules but now is horror show.
There is need to revisit buildings anyway due to the new resource mechanics. Lot of them are useless now and aren't being build except some few selected cities.
I could throw some proposition here, but mind that it's only first look impression.
-new building: well +2, masonry.
-aqueduct: cheaper +2, no storage.
-bath: +2 +2 +2, more expensive.
-smokehouse : additional effect +25% food storage, moved from aqueduct.
-serwer: +3.
-hospital: +4.
And perhaps other buildings in later eras.
Looks like this new feature forces you to make strategic choices where to allocate your culture. WAD.There are two problems with this. Firstly border cities are often not in you core but really need culture to push borders. Secondly culture give yields to specialist and increases GPP generation, so ideally you want those 5k culture in all of yours cities.
Risk?Thirdly this also lead to few super cities, because if I cannot control resource distribution then I will mitigate risk by having fewer cities.
Did you actually build something like Sewers before? I could also imagine to repurpose Parks to help with health.Actually what is ironic that isn't that super serious problem there are various ways of gaining some happy faces, mainly though sliders manipulation or civics.
Serious hurdle is presented by because there is no way to overcome lack of those kind resources. There isn't enough buildings to counteract , this is also making industrialisation almost impossible. It was already difficult under 1.15 rules but now is horror show.
Food storage to Smokehouse is bad because it comes too early in the tech tree. I would also prefer to spread health bonuses across more buildings rather than just increasing existing ones.There is need to revisit buildings anyway due to the new resource mechanics. Lot of them are useless now and aren't being build except some few selected cities.
I could throw some proposition here, but mind that it's only first look impression.
-new building: well +2, masonry.
-aqueduct: cheaper +2, no storage.
-bath: +2 +2 +2, more expensive.
-smokehouse : additional effect +25% food storage, moved from aqueduct.
-serwer: +3.
-hospital: +4.
And perhaps other buildings in later eras.
This is a very good idea, and would go a long way to the goals of my new platform: Make Towns Great Again. We have made many great strides over the years, especially the great population stability buff of X.XX. We are so close to total improvement equality. After that, I plan to pivot to the second greatest issue of recent years: spamming the end turn button. #FeelTheTurnYeah. Honestly adding unhealth to villages etc. was just another attempt to balance overabundance of health in the game. Now that resource health has been severely limited, it may be better to remove it again.
Yeah. Honestly adding unhealth to villages etc. was just another attempt to balance overabundance of health in the game. Now that resource health has been severely limited, it may be better to remove it again.