Kael said:
What about adding additional +1 gold per military unit and +1 happy per garrsioned unit? And keeping the civic cost to low. It has an interesting symetry.
It might work, but before you did tht I would like to hear someone actually make a case as to why Aristocracy must include this garrison happycap thing. As far as I can tell, this idea was implemented just because it was the first suggestion in the "Aristocracy is weak it needs
something" debate.
I've made a case as to why Aristocracy should
not include this mechanism. Refutations so far have focused on the argument "Aristocracy is weak so it needs
something added." OK, fine. Why does that 'something'
have to be extra happyfaces from garrison units? What specific shortcomeing does this change correct?
Is it too hard to raise city happycaps? I've read a lot of pre-0.16 posts that brainstormed hard on ways to get rid of happyface. But suddenly this problem has cropped up again? I do not read all the posts here, not by a long shot. But I've not heard even a whisper of a complaint about rare happiness boosts. Not during all of 0.15 nor into 0.16. So I am curious as to what problem the 0.16a Aristocracy change is intended to correct.
As for the opposite side of the coin, here is the reason why the change should not continue. City Happiness management is removed from the game. It's simply not there. I missed on Leaves and Order was a ways off. I started to pursue a Fesivals/Cages route to growth, when I remembered Argiculture. I ran my game unit year 375 under Aristocracy. If a city grew a redface, I simply moved a Warrior or an Adept over. This was a peculiar game with little trading, war, The resources on my continent were Rice, Reagents, and offshore seafood. Yet what trades I made, I sold a resource for cash. I had no need to trade for luxury items, except Incense when I was offered it. But that was to build Priests, not for happiness.
It sounds to me like the garrison change was a pretty arbitrary change in the first place. If no one can point to a specific need for it, isn't it time to just junk the idea and try a new tweak for Aristocracy?
Now I am only into one game of 0.16a. And this game is definitely weird. My main opponent has been the jungle which covered 65% of my continent. But everything I've seen so far looks like 0.16 is a raging success. And that is saying a lot, with the 200+ changes. Tile management has improved by orders of magnitude. I started off building a lot of Cottages. But since then I have built more Workshops and Waterwheels in this one game, than I have in every other game of FfH combined.
(I believe that to be literally true.) The different tile improvements are now clearly distinctive in their effects If that is not an early sign of success, I don't know what is.
So junk the garrison thing and let the same variety thrive in the happycap management side of the game too. Rushing to Consumption suddenly has new value. Luxury goods become vital be they obtained through trade or war. Herbalists become attractive for happiness under the compassionate civics. There are all sorts of incentives in the tech tree, when players have to work to raise them happycaps. Don't provide a crutch. Let 0.16 shine!