How's 1 happiness every 8 people in a city?
If you want a really quick Happiness scalar you could differentiate from Tradition by saying 1 happiness for every X non-specialists in a city, similar to the Fealty language.
How's 1 happiness every 8 people in a city?
But the complaint is about the mid game, and giving a raw +1 happiness would help with the early game (late classical), to start.
I like this one, too. It both scales and kicks early.We want Progress to be wide and the happiness bonus be applied later, so an empire modifier reduction (-20%, multiplicative, aka each additional city increases the needs multiplier 20% less) should be best.
10 science when constructing a building is already in Industry so I don't think that's a good idea.Finisher:
Unlocks building the Forbidden Palace.
Receive 25 Gold when a Citizen is born in any city, scaling with Era.
Cities earn +10 Science when they construct Buildings, scaling with Era.
Allows for the purchase of Great Writers with Faith starting in the Industrial Era.
The finisher is just lame right now. Cities rarely grow now that food is removed from Expertise, and growth in general doesn't fit Progress. Let's give them another trigger at building construction, like how Authority finisher doubles the yields of Tribute.
What's the cheaper worker production worth if we are very rarely using it? We might as well cut this part and save some text.
Well, a mechanic that gets little use and it's not vital for the proper functioning of the game, just adds complexity for no reason. We are already used to the many complexities of Vox Populi, for us it's just one more thing to look at, but a well designed game should have the least complexities, reducing the learning curve to the minimum enjoyable.I have never really understood that mindset. Just because something is not commonly used, doesn't mean its not used. Its true I buy most of my workers....but I don't buy all of them, this policy does get used.
Its not like the text descriptions are so laborious that we are running over UI limits or anything. So what if a player has to read a few more words, hell I think most of us after a series of games likely don't even read the full text anymore anyways.
Progress Expertise - now 15% production for buildings (was 10%) Organization - now +3p (was +2)
So Progress got a few of the simplest buffs relating to Production. Do people think that this is enough of a boost, or does more need to be done?
For context, Progress' break even point with Authority on hammer production for buildings is now 20 (before adding in the +3/+6 hammer bonuses). Before it was 36.... so progress will definitely have the production edge more quickly than it did before, although it still takes a good bit of hammers before it beats authority.
I think most people had some flavor of the posted change in mind, so I doubt many people will think the current change is "bad". Is it enough depends on your current viewpoint of progress....for those who thought only a tweak was needed, this seems solid. For those who wanted a strong buff, this won't do the job. This won't do much to combat unhappiness, a common complaint for progress in this debate, so that's probably my main critique of the current change.
Diplomat units and archeologists are also civilians. And I'd still buy workers with gold early game.Organization:
+3 production in every city. All civilian units +1 movement and are produced 50% faster. (That's a 33% cost reduction).
This text is short and impactful. Easy to use and understand. I don't need my calculator to decide whether to produce or purchase a worker. Maybe a bit too strong, as it includes settlers, but well, it's the wide tree, isn't it? Besides, the main deterrent of settlers is the population requirements, so it's not as if suddenly we can flood the map with cities.
Then it will scale betterDiplomat units and archeologists are also civilians. And I'd still buy workers with gold early game.
However one thing I have been wondering of late, when addressing the progress identity issues