Holy Office
I've held off making changes to the Holy Office for a while as I was considering removing it completely. I've looked into that now and have determined that removing it would require significant reworking of Inquisition AI, which just isn't worth it.
So far I've fixed the bug that allowed it to be captured and reduced the health penalty to just 1 unhealthiness. As Skidizzle suggests, it might be worthwhile to change that to 1 unhappiness in every city, or possibly both. Shifting the penalty to the actions of the Inquisitor is an interesting idea and I agree that Inquisition related mechanics should be nullified under Altruism. Such changes, if possible, will require a fair bit of custom coding though and that's not something I want to tackle until after 0.9.5.
Are there any other (possibly temporary) changes that I should make to the Holy Office in the meantime?
Sewer
Despite the name, it's clear from the design of BTS that espionage is not just about spying on other civs. It's meant also to represent political intrigue, policing, criminal networks and such. Having strong intelligence networks, both legal and illegal, within your own civ helps foster better domestic and international intelligence gathering. The government might not have their agents in an enemy city but a local cartel or smugglers ring might - and a government does well to make such contacts. This is why I think it's entirely appropriate for a building like the Sewers to improve espionage (I quite like Azoth's spy slot idea, more suitable than a flat bonus).
News Press
The 'increase war weariness of enemy civs' mechanic is proving a bit controversial. Having no pedia entries yet doesn't help, let me explain what I'm trying to achieve with this. Firstly, forget newspapers, they're just the medium and are relatively unimportant to the discussion. What is important here are journalists - for the first time in history, an organized source of information and investigation that is independent of government. The war weariness mechanic is not meant to represent propaganda (though newspapers and journalists were certainly involved in that as well), instead it represents journalists getting the news to the people whether their government like it or not. Even (especially?) when their countries are at war journalists still work together or at least trade information. The war weariness comes because the populace is getting the truth rather than the usual propaganda. And the truth is that war is horrible no matter the reason for it.
It's not a perfect representation but I think it works well. It makes for an interesting game mechanic and I think it's important that the rise of journalism is represented in HR. It's an extremely important facet of recent history.
I'm still thinking through the third draft, Azoth, but I'll post some initial comments soon.
I've held off making changes to the Holy Office for a while as I was considering removing it completely. I've looked into that now and have determined that removing it would require significant reworking of Inquisition AI, which just isn't worth it.
So far I've fixed the bug that allowed it to be captured and reduced the health penalty to just 1 unhealthiness. As Skidizzle suggests, it might be worthwhile to change that to 1 unhappiness in every city, or possibly both. Shifting the penalty to the actions of the Inquisitor is an interesting idea and I agree that Inquisition related mechanics should be nullified under Altruism. Such changes, if possible, will require a fair bit of custom coding though and that's not something I want to tackle until after 0.9.5.
Are there any other (possibly temporary) changes that I should make to the Holy Office in the meantime?
Sewer
Despite the name, it's clear from the design of BTS that espionage is not just about spying on other civs. It's meant also to represent political intrigue, policing, criminal networks and such. Having strong intelligence networks, both legal and illegal, within your own civ helps foster better domestic and international intelligence gathering. The government might not have their agents in an enemy city but a local cartel or smugglers ring might - and a government does well to make such contacts. This is why I think it's entirely appropriate for a building like the Sewers to improve espionage (I quite like Azoth's spy slot idea, more suitable than a flat bonus).
News Press
The 'increase war weariness of enemy civs' mechanic is proving a bit controversial. Having no pedia entries yet doesn't help, let me explain what I'm trying to achieve with this. Firstly, forget newspapers, they're just the medium and are relatively unimportant to the discussion. What is important here are journalists - for the first time in history, an organized source of information and investigation that is independent of government. The war weariness mechanic is not meant to represent propaganda (though newspapers and journalists were certainly involved in that as well), instead it represents journalists getting the news to the people whether their government like it or not. Even (especially?) when their countries are at war journalists still work together or at least trade information. The war weariness comes because the populace is getting the truth rather than the usual propaganda. And the truth is that war is horrible no matter the reason for it.
It's not a perfect representation but I think it works well. It makes for an interesting game mechanic and I think it's important that the rise of journalism is represented in HR. It's an extremely important facet of recent history.
I'm still thinking through the third draft, Azoth, but I'll post some initial comments soon.