It's an interesting question. We are getting a lot more sources of happiness between the new resources and religious Beliefs. It seems like they are taking the challenge out of managing your empire's happiness.
I suspect that we are going to see the other shoe drop; where we find that either resources are going to become far more rare or having cities with non-state religions makes Unhappiness.
I don't know, I dont think its going to be easier exactly. Like if you start as Washington, right now, you generally will start by a ton of cotton and few other resources. You don't start by like 6 different kinds of happiness resources so I think that this is simply adding more variety. I don't think there'll be way more happiness resources in the world just a variety in what you see. You won't see 3 cotton resources you'll see 2 cotton and 1 truffles or something.
I'm hoping there will be more resources per game, as right now it seems like much of the time nobody has anything to trade with. However, just because there are more resources types doesn't necessarily mean there will be more available in a particular game.
I hope things are clustered more tightly so there are 'monopolies' of resources. It would make it more likely for AIs to have available luxes for trade and give another incentive for diplomatic play.
yeah, hopefully the system has changed. i find it hard enough to maintain happiness on prince, god only knows how in the hell people do it on higher difficulties.
I was always wondering why there was no war-weariness in this game. They should add that as well as religious unrest. Like another religion is encroaching and the people are upset about it or something like that.
The idea of religious unrest would only work if you can select a state religion à la civ4. I'd kind of assume there must be some way to do this, but I haven't seen it mentioned anywhere. Everything has been focused on founding and developing your civ's religion. If you don't found one it seems like your cities just get the various religions without much input from you. I think it would be mildly irritating to get happiness penalties for things you don't really control (though maybe that's needed if all the new stuff makes happiness too abundant).
I have to imagine there's going to be some sort of happiness change, or else there will be a limit on the number of types of luxuries that appear on certain maps (say, whales don't appear in the small map you're playing).
I have to imagine there's going to be some sort of happiness change, or else there will be a limit on the number of types of luxuries that appear on certain maps (say, whales don't appear in the small map you're playing).
One thing many players noticed is the empty/unsettled lands. Even on a standard sized map, there is a lot of unsettled land in any given game. Providing for a little more extra happiness may provide the impetus to settle more space. There may be a method to their madness.
Along with the combat changes (i.e., taking longer to finish wars), the happiness changes are one of my biggest fears. In other words, I really think (at this stage) that managing happiness will not be an issue, unfortunately. I know that will make some happy but keeping happiness above 0 (or -5, -10) was one of the challenges of the game. Now keeping it above +5, esp. with the religion bonuses, will be the norm, I perceive.
It's an interesting question. We are getting a lot more sources of happiness between the new resources and religious Beliefs. It seems like they are taking the challenge out of managing your empire's happiness.
I suspect that we are going to see the other shoe drop; where we find that either resources are going to become far more rare or having cities with non-state religions makes Unhappiness.
I was always wondering why there was no war-weariness in this game. They should add that as well as religious unrest. Like another religion is encroaching and the people are upset about it or something like that.
Because the AI cannot cope with declaring war properly in the base game; AI civs already lack a proper happiness restraint and so this mechanic would not affect them.
It would affect players and it would be very annoying in those situations where the AI will not grant peace for whatever reason, even when continents apart and with no hope of victory.
The solution would be to adjust the AI to cope with it better and at the same time remove the happiness bonus they get.
Artificial difficulty due to the enemy having more happiness is just the cheap way out.
One thing many players noticed is the empty/unsettled lands. Even on a standard sized map, there is a lot of unsettled land in any given game. Providing for a little more extra happiness may provide the impetus to settle more space. There may be a method to their madness.
The problem with settling more is not only the happiness, but also the hit it gives to social policies and great people. I like to explore social policies and if you settle too many cities, it becomes extremely difficult to make much progress in the branches. I really hope they have done something to make culture easier to gain.
One thing many players noticed is the empty/unsettled lands. Even on a standard sized map, there is a lot of unsettled land in any given game. Providing for a little more extra happiness may provide the impetus to settle more space. There may be a method to their madness.
Actually, even if your going after a science victory, there's a point in which founding any more cities won't help.
The main issue is that a city founded too late actually delays your science victory by post posting Oxford (by having delayed your last university), which slows down the science victory more than it was increased by the science brought in.
If you only needed up to X Universities instead of 100%, that wouldn't be an issue.
A secondary issue deals with cultural increased cost, but that's marginal (a few turns) if you have Liberty.
Your more likely to see focus on getting existing cities slightly larger if you have a few points more happiness in mid or late game.
(And the global happiness is the main reason for the sharp behavior difference.
In Civ III: The only time a newly built city could hurt your empire is a city closer to your capital than the other exiting cities; increasing the city number by one of all cities further from the city.
In Civ IV: The only time a newly built city could hurt your empire is if it didn't bring in enough gold to pay for itself.)
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