Simon_Jester
Prince
- Joined
- May 13, 2011
- Messages
- 495
Eh. I think you could justify modeling schools as increasing GPP... the problem, though, is that they are then useless in cities that aren't otherwise GPP sources.This, while undoubtedly true, is perhaps too narrowly drawn. The more educated the population, the greater the pool of talented individuals: artists, entrepreneurs, soldiers, statesmen, etc. And yet the truly great among them would surely find ways to put their talents to use, formally educated or no...
Whereas by the same argument, you could make schools contribute to research, literate populations and widespread support for mathematical and technical training have a huge impact on the spread of technological innovation. And culture, in that schools play a large role in inculcating the citizens with the values and traditions of their society. Which is exactly what they do.
Sure, schools aren't themselves major research institutions, but then, neither are libraries when you get right down to it. So I'm afraid I disagree with you, Azoth; I think schools are just fine the way they are, and I submit that Xyth shouldn't change them. Though he might want to move them around in the tech tree, I don't know.
You could give them small across-the-board bonuses, but in my opinion that violates the principle of specialized buildings. In general I favor having buildings do only one or two closely related things, rather than many different things. You can make an argument for schools helping with nearly any field of human enterprise, but I don't think you should therefore turn schools into buildings that give a +5% bonus to everything the city does or anything.
To an extent, that may not be a coincidence- the boom in science and technology of the 18th and 19th centuries only happened in Europe. The fact that Europe stumbled on a useful philosophical model for thinking about knowledge may well have a lot to do with why they were the ones to come up with all this powerful stuff that catapulted them into a military and economic lead over the rest of the world.I can't argue with this, except to note that "The Scientific Method" is a rather Eurocentric concept already. (Can you tell that I'm training to be a lawyer by profession?)
It's perfectly possible for any nation to apply the techniques of rational inquiry to scientific problems; the fact that Europe was pushing it a lot in the Age of Colonialism doesn't make it an intrinsically Eurocentric idea, any more than steam engines are a Eurocentric idea because they were invented in Europe.
Well, let's be careful.Well, I'm sorry to say that none my ideas are quite as elegant. But here they are:
1. Per Simon Jester's suggestion, add health and happiness penalties to various buildings and civics. Possibilities include: Markets (-1 health), Jails (-1 happiness), Forges (-1 health with Copper, Iron), Caste System (-1 happiness in 5 largest cities), Fundamentalism (-1 happiness per non-state religion), Authoritarianism (-2 health), etc.
One thing we should do is plot the max health and max happiness of a 'reasonable' city that's built all its infrastructure and has good trading access for its era, as a function of time. That tells us how many of these penalties we want to pile up; we don't want to create a situation where it's impractical to build forges anywhere without choking your cities to death. Or where hammer-producing centers (with lots of mines and, often enough, relatively poor food production) can't build industrial buildings without poor health leaving them with too small a maximum population to work the mines.
Well.Azoth said:No! I love Redistribution!
But, seriously, I think you may have a point.
Rather than remove the +1 commerce bonus on Camps (especially now that Cottages have been moved to Employment), might I suggest a penalty to balance it out? How does -25% culture sound?
(How does that fit with Redistribution? Uh, let me think. How about: state redistribution offends elite culture makers. In the ancient age? Well...)
Redistribution, in ancient times, reflects... well. Here's the civilopedia entry I drafted for the civic:
Think in terms of the Mycenean records about property of the palace and craftsmen employed by the palace, things like that, not Soviet communism- which had a pretty drastically different set of strengths and weaknesses, though a lot of that would depend on other factors.SJ said:"He set a guard on your granaries, securing the weak from the strong;
He said- "Go work the waterwheels, that were abolished so long.""
-Kitchener's School, Rudyard Kipling
Many of the great riverine civilizations of ancient times- particularly around the Mediterranean- were dominated by the economic power of the central government to distribute goods. Grain and other key staples were kept in granaries owned by the elite, and the state taxed property-owners heavily, taking payment in chattel goods such as livestock. Many workers were employed directly by the palaces and the temples.
This served to maintain a large reserve of valuable property in the direct hands of the government, and served as one of the main sources of a ruler's power. The storehouses' stockpiles could be kept in reserve for times of famine, or used to feed armies or labor battalions as necessary. Other forms of property, such as fabric, pottery, and precious metals, served as a source of income for the monarchs, allowing them to fund public works and pay specialist laborers.
What tends to suffer in societies like that? Hmm...
[In general, I think it's a good idea, when thinking about civics, to ask ourselves how we'd use different civics to model different cultures. How would we model ancient Athens, or a "hydraulic empire" like ancient Egypt, or a modern command economy like the USSR, or a modern hyper-capitalist democracy like the US?]
Hmm. A GPP penalty could work. How about... increased maintenance cost for distance from capital or number of cities? That would matter relatively little in ancient times, but become quite a burden for large empires- but then, it would also make sprawling Soviet-esque empires rather difficult to run.I'm not sure a culture penalty fits but I agree that a penalty is the way to go. The easiest choice is to raise its upkeep to High (makes sense, all that redistribution requires a lot of bureaucracy and transport costs) but I worry that doing so would partially defeat the point of the civic as an early source of commerce. As an alternative, maybea penalty to GPP? (state is firmly controlled, discouraging individualism and entrepreneurship). Let me know what you think.
Again, I question the wisdom of designing buildings that do too many different things- I like being able to prioritize depending on what I want a city to be particularly good at.I agree that a School would provide broader benefit than just research. I'd like to leave this as is for now, my todo list for 0.9.4 is already massive, but we can revisit the idea later.
But there were firmly established schools in classical Greco-Roman civilization, and in the Middle East, and China, and... you get the idea.Education: Schools should have an ETA of the 6th Century because that is when monastic and cathedral schools arouse (in Mediaeval Europe religion and science went hand in hand). Universities started rolling in the 12th century teaching arts, law, medicine, and theology, but mostly theology. So you're probably wondering why if it didn't teach science it should get a science bonus, but au contraire it did because to get a theology degree one needed to learn mathematics and sciences (like I said in Mediaeval Europe religion and science went hand in hand).
Well, there were a lot of industrialized concerns that relied on water power or did not use heavy machinery driven by steam in the early to mid-19th century. But you're basically right, steam engines provided the trigger- between the expansion of railroads, the improved efficiency of steam powered riverine shipping, the ability to power machine tools, and so on, it had a huge impact on the organization of industrial labor.Industrialism: I personally feel it should come at Steam Power because Steam Power provided the power of industrialism (literally and metaphorically).
Aww. Thanks.Naval: I agree with Simon Jester's naval commentary
I still think Xyth should use that image of the Pallada-class cruiser for the job, too...

Can we make Baths require Aqueducts or Wells?Aqueduct Baths should come off Aqueducts because that's how it worked, but Aqueducts got their water from rivers, not wells so wells don't make sense (plus wells come after aqueducts).
Yes, but to a large extent the social organization was driven by the technology. You didn't see masses of workers being employed to dig canals, build railroads, and man factories in a system that might be called 'industrial capitalism' until certain basic technologies were in place, and steam power was one of the big ones.That's one candidate if/when Labour Unions is shifted later. Remember though that Industrialism is a Labour civic and thus is primarily about the workers in an Industrial society.
Heh. Well, all you'd really need to do is insert that one unit into the tree and tweak the destroyer, so that it becomes a specialist anti-air and anti-submarine-warfare ship instead of the "general-purpose ship for whenever I don't happen to have a battleship handy and sometimes even when I do."I'll try get it [the naval reform] in for 0.9.4 but it will depend how long all other stuff takes. My todo list is getting quite long ><
The war elephant is readily countered by pikemen- it's worth reflecting that war elephants really were a dominant combat arm during the late ancient period, so having them be somewhat overpowered may not be unreasonable as long as their period of dominance is limited.War Elephants: I apologize for extending your to-do list with every post, but this issue has surfaced in so many games that I feel it deserves mention. Simply put, the War Elephant is a seriously imbalanced unit. Let's review its abilities. At Strength 8 and with +50% against mounted units it (a) is stronger than any contemporary unit, arriving much earlier and at a lower cost than the Strength 8 Maceman; (b) requires the Elephant happiness resource, which is not distributed fairly or widely; and (c) handily defeats the Spearman "counter" unit...
That said, it should be limited. In particular, maintaining elephant armies was costly; if they are to be rebalanced, making them very expensive might be a good idea.
On a wackier note, I don't know if there's any way to implement something to reflect the fact that wounded elephants were bad for an army's cohestion; you might be able to code something (like a unique promotion elephants are 'born' with), but it'd be more trouble than it's worth. On the other hand, it would also be a good way to balance them- imagine if losing an elephant unit did collateral damage to all the units stacked with it on your side. That would discourage people from building up large stacks of them, and impose a real cost on large stack armies that wanted to bring them along into battle.
Then again, while that sounds cool it's probably more trouble than it's worth.
Wait. Why does one spearman have to beat one elephant, if one spearman is a lot cheaper than one elephant (note that we can make this happen, and probably should)?Edit: Scratch that, my math was wrong. A Combat I Spearman can't reliably beat even a Strength 7 Combat I/Shock Elephant:
Combat I Spearman: 4 + 110% = 8.4
Combat I/Shock War Elephant: 8 + 35% = 10.8
Combat I/Shock Strength 7 War Elephant: 7 + 35% = 9.45
Remember:
-The spearman can use defensive terrain to his advantage and the elephant can't, which is probably smart- historically, a lot of victories over cavalry involved use of terrain, even when specialist pike/phalanx units were available. Spearmen caught on the flat should not be totally invulnerable to cavalry, though they should be very cost-effective against cavalry.
-The spearman is cheap, the elephant is (or should be made) expensive. This acts as a balancing factor in its own right, when armies of significant size collide. The elephant might win the battle, only to be finished off by enemy reserves or a cavalry raid (yes, bearing in mind that even the wounded elephant is strong against cavalry).
I have my own notions, but this works for me too.-25% GPP was what my instincts were telling me too so I'll go with that.
...+1 health per workshop?Makes sense to me. I also want to remove the +1 food to workshops that Professionalism has (it was there to counter the -1 food), what do you think it should be replaced with?

Hmm. I really think you could keep it as an expensive 'tank' unit. As long as it costs enough that its ability to overwhelm a lone spearman unit defending on level ground doesn't make it a cheap way to overpower fortified cities or troops fighting in difficult terrain, I don't mind the idea of it being disproportionately powerful- at least until pikemen come along. Maybe pikemen should be moved up the tree; I can't remember when you make them available.Hmm, revising the War Elephant was on my todo list at one point but it seems to have fallen off accidentally at some point. Completely agree it needs doing. I'm tempted to just give it the same requirements as the Horseman (Iron Working, Riding, Copper or Iron, Elephants instead of Horses) and adjusting its stats to make it similar in power to that unit, just with different strengths/weaknesses/purpose. Suggestions welcomed.