There are other areas in life to drive schoolishness out of people's minds, dear.
Ah, but you'll never win an argument if you bring up the Kardashians.

There are other areas in life to drive schoolishness out of people's minds, dear.
I agree. (That's one convoluted function!)
So are we stuck with +25% production? None of the other XML options really seems to fit.
I don't think the War Wariness penalty is necessary for balance. You can retain it for flavour or remove it altogether.
Are you sure about that? Drafting is much more efficient than building units with food.
It will give players who have reached their health and happiness caps or who started in a food-rich but hammer-poor environment (a flood plains valley, say) the opportunity to make use of their excess food.
That said, I am worried that the AI will not grasp the full implications of this change, such that any cities it devotes exclusively to military production will not grow. At the very least, I feel this bonus is worth a second look.
I'm not sure if Vassalage will need anything in return. What is the current ratio of free units to empire population?
Instead of adding more free unit upkeep, what do you think of unlimited Spies? (I maintain that the BtS espionage system is poorly designed; but so long as we have it, we may as well make use of it.)
Ugh I'm starting to lose track of which change was which. Was this for the Mercantilism replacement? If so, could you remind me how the whole civic is looking so far?
This is actually the problem with the bonus. You can cap the growth of a city (particularly a city with 2-4 good food resources) and churn out units very quickly without penalty or the need for building up city infrastructure very much. It's not that it's faster to build units that the other civics, it's that it enables a warmonger to skip most other production altogether and continually produce units as well as a city 3 times the size with factories, etc. There's not even any health penalties to worry about.
And things get seriously out of control once someone founds Sid's Sushi Company.
I'm not quite sure how to code this (same with unlimited missionaries), a cursory look through the Python API didn't provide any obvious solutions. I'll have a more in depth look sometime in the future.
Um... I agree with Mahler, I think. For large empires this becomes ridiculously powerful, unless the bonus is quite small? There's a 300-hammer wonder that does literally nothing but "+100% opponent war weariness." If I have fifteen cities, it becomes nigh-impossible to fight an extended war with me, unless you exploit artificial tricks on the opposing side to lower war weariness to near-zero, or unless vast excess happiness is available in peacetime and population caps imposed by happiness are unreasonably high.Yes, they stack.
Being vague and unclear, and then acting smug when you're not understood, is not a valid form of communication.There are other areas in life to drive schoolishness out of people's minds, dear.
I've been doing some research about wells, aqueducts, qanats and irrigation and mulling over the related mechanics in HR. I'm arrived at a system I'm pretty happy with:
Well
Requires Mining
Cost: 40
+2 health
Aqueduct
Requires Hydraulics
Cost: 150
+2 health
Provides a source of Fresh Water for Irrigation
Other changes:
Farms can spread Irrigation with the discovery of Ecology
Can build Farms without Irrigation with the discovery of Sustainability
Ecology will be renamed and possibly shifted a little, but probably not in 0.9.4
The Persian Apothecary (UB) will be replaced by the Ab Anbar (Aqueduct replacement). It's bonus will be that it's available early (probably at Engineering).
Rationale
I want Wells to be available very early. They've been around since the dawn of civilization and were a real alternate to rivers. In game terms I think it's good to have one decent source of health to make desert and jungle starts more viable. Riverside cities still have an advantage of either a bit more health if they need it or the saved production due to not needing to build one early.
This implementation makes Wells equivalent to cheaper, earlier BTS Aqueducts but the important factor compared to 0.9.3 is that the benefit is city only, the tiles around the city are not improved in any way. Note also that early health availability has been noticeably reduced in 0.9.4 compared to 0.9.3 due to the Smokehouse no longer giving health for meat resources, improvements like the mine causing unhealthiness, and a few other factors.
The Aqueduct has the same stats as the Well does in 0.9.3, but triple the cost and is available even later, at Hydraulics. It allows you to irrigate the tiles immediately adjacent to the city but these tiles will not be able to spread that irrigation until much later, in the Renaissance. I think this is a more realistic and historical progression of hydraulic technology. It will slow growth a little, but not prohibitively so.
I've always felt that being able to build farms without any water source at all is not realistic or historical (at least farms intensive enough to provide food on a large scale). Thus the shift all way to Sustainability in the modern era. By then it's not really needed (thanks to the Aqueduct and chained irrigation) but it's there to help later cities catch up a bit if need be.
The Persians were the original master hydraulic engineers, they were even able to build refrigerators in the desert by 400 BCE! Other early centres of hydraulic engineering all seem to have learned the technology from the Persians. Thus their UB will change to the Ab Anbar and be available earlier to reflect their origination of the tech. I never really felt the Apothecary was all that interesting or representative anyway. Persia's skill in medicine is still represented in HR by their UW, Gondeshapur.
Let me know what you think.
It is unclear to me how newspapers in country A cause extra war weariness in country B. It makes more sense that newspapers would affect the public in their own country, or to some extent in neutral countries.
Some newspapers sometimes urged going to war or urged the public to continue to support an on going war effort. Reporting on war victories, real or imagined, helped to keep the publics morale high.
One possibility would be +?% war weariness for opponent and -?% war weariness for the owner.
While it might be a pain to program, the best gaming solution might be that the effect only applies to one of the opponents, and is based on how many more news presses one country has than the other.
Um... I agree with Mahler, I think. For large empires this becomes ridiculously powerful, unless the bonus is quite small? There's a 300-hammer wonder that does literally nothing but "+100% opponent war weariness." If I have fifteen cities, it becomes nigh-impossible to fight an extended war with me, unless you exploit artificial tricks on the opposing side to lower war weariness to near-zero, or unless vast excess happiness is available in peacetime and population caps imposed by happiness are unreasonably high.
Overall a significant improvement.
Depending on how easy it is now to get health from resources, you might consider changing Well to +1 health or increasing its cost.
Hydraulics seems a little long to wait for Aqueducts. In a future revision you might want to consider moving Hydraulics a little earlier in the tech tree.
I think the new Persian special building should have something else special besides being available earlier; perhaps it can provide one more health than an ordinary Aqueduct.
We should definitely turn away from the b chy tone, like you suggested. If I started it, mea culpa. and now I forgot what I had to say about HR (if any
).
Confederation
High Upkeep
No Maintenance costs from Distance to Palace
+1 trade route
Democracy
High Upkeep
+50% GPP
Unlimited Scientists
Slavery
Medium Upkeep
+2 unhealthiness in all cities
+1 commerce from Plantation, Quarry
Can sacrifice population to finish production
Social Welfare (formerly Emancipation)
High Upkeep
+1 production and commerce from Village, Town
Can spend wealth to finish production
Central Planning (name not finalized, replaces Mercantilism)
High Upkeep
+100% wealth in Capital
+1 production and commerce from Lumbermill, Watermill, Windmill
No (Foreign) Corporations (not sure which is better)
Free Market
Medium Upkeep
+25% commerce from Trade Routes
-25% Corporation expenses
Overall a significant improvement.
Hydraulics seems a little long to wait for Aqueducts. In a future revision you might want to consider moving Hydraulics a little earlier in the tech tree.
Other early centres of hydraulic engineering all seem to have learned the technology from the Persians. Thus their UB will change to the Ab Anbar and be available earlier to reflect their origination of the tech.
Thought I'd better collate all the civic changes so far in 0.9.4, plus a few new reshuffles and ideas based on recent discussions. Civics not changed since 0.9.3 are not listed. Changes already made are in bold, potential new changes for discussion are in red.
GOVERNMENT:
Confederation
High Upkeep
• No Maintenance costs from Distance to Palace
• +1 trade route
Democracy
High Upkeep
• +50% GPP
• Unlimited Scientists
LEGAL:
Authoritarianism
High Upkeep
• +1 happiness per military unit stationed in a city
• +1 espionage per specialist
Codification
Medium Upkeep
• +5 happiness in largest cities
• +1 health from Courthouse
Jurisdiction
Medium Upkeep
• +100% growth for Cottage, Hamlet, Village
• +1 happiness from Courthouse
Equal Rights
Medium Upkeep
• 1 free specialist per city
• Happiness penalty for civs without Equal Rights
LABOUR:
Slavery
Medium Upkeep
• +2 unhealthiness in all cities
• +1 commerce from Plantation, Quarry
• Can sacrifice population to finish production
Caste System (moves to Priesthood)
Medium Upkeep
• Unlimited artists
• Workers build improvements +50% faster
• +1 production from Workshop
Industrialism
High Upkeep
• Unlimited Engineers
• +1 wealth from Specialists
•+2 unhealthiness in all cities
Social Welfare (formerly Emancipation)
High Upkeep
• +1 production and commerce from Village, Town
• Can spend wealth to finish production
ECONOMIC:
Redistribution
Low Upkeep
• +1 commerce from Camp, Mine
• +1 happiness from Granary
• -25% Great Person birth rate
Professionalism
Medium Upkeep
• Unlimited merchants
• +1 commerce from Workshop
• +2 happiness for Market
Central Planning (name not finalized, replaces Mercantilism)
High Upkeep
• +100% wealth in Capital
• +1 production and commerce from Lumbermill, Watermill, Windmill
• No (Foreign) Corporations (not sure which is better)
Free Market
Medium Upkeep
• +25% commerce from Trade Routes
•-25% Corporation expenses
MILITARY:
Clan Warfare
Low Upkeep
• No war weariness
• Increased wealth from pillaging and capturing cities
Conscription
Low Upkeep
• Can draft units each turn
• +100% experience gained from combat within own borders
Vassalage
Medium Upkeep
• Lower military unit support costs
• Unlimited Spies
Warrior Code (moved to Steel Working)
High Upkeep
• New units receive +2 experience
• +25% culture in all cities
• +2 happiness from Barracks
Standing Army (formerly Professional Army, moved to Military Conduct)
High Upkeep
• +100% Great General appearance
• +25% military unit production
• -50% unit upgrade cost
RELIGIOUS:
Organized Religion (moved to Divination)
High Upkeep
• Can build Missionaries without Monasteries
• Cities with state religion construct buildings +25% faster
Rationalism
High Upkeep
• +2 research per specialist
• +2 happiness from School
Free Religion
Medium Upkeep
• No state religion
• +1 happiness per non-state religion in a city
• Missionaries are always successful (unsure if this is possible yet)
I agree. I like the changes.
It strikes me that Levees are already available at Hydraulics. Instead of moving back Aqueducts, I suggest you move Levees forward. (They are too strong for medieval times anyway.) What about Investment? That technology has very little to offer now that we've moved the workshop bonus to Guilds; Levees would be a good fit there.
That reminds me: I have been meaning to run something by you, Xyth.
While I prefer to retain proper nouns - both names (Karolus vs. Charles) and places (Varanasi vs. Benares) - wherever possible, I feel generic nouns should be translated into English. I realize this is a personal aesthetic preference; but I am convinced that the Aztec Sacrificial Altar, the Spanish Citadel, and the Chinese Pavilion are preferable to the Aztec Tzacualli, the Spanish Castillo, and the Chinese Tingzi. What you lose in flavour, you gain tenfold in immersion and clarity. For example, the Thai Ho Trai means very little to most people; it's just another unique building with a minor research bonus. Call it the Thai Archives and you give players a much better mental picture. If you agree, we can rename some of the UBs in 0.9.5: the Turkish Hammam and the Persian Ab Anbar can be recast as the Turkish Sauna and the Persian Cistern. If not, we can leave them be.
I thought that in 0.9.4 you had changed back to resources giving health directly. So now a cow or pig will give +1 health without a smokehouse, and no extra health with a smokehouse. Before, a cow or pig gave no health without a smokehouse, and +1 health with a smokehouse.
What era is Hydraulics again? Late Medieval, right?Aqueduct
Requires Hydraulics
Cost: 150
+2 health
Provides a source of Fresh Water for Irrigation
...You have to wait until the Industrial age to do that? I don't think that makes a lot of sense; there were some pretty impressive irrigation works before that. Oh, wait, you're moving it... but by far enough? Farms can spread Irrigation with the discovery of Ecology
When does Sustainability come in? I forget. Can build Farms without Irrigation with the discovery of Sustainability
I'm not sure I agree- consider the farms on the Great Plains in the US, where there are vast areas farmed from underground aquifers (non-sustainably, which makes your choice of tech a wee bit ironic).I've always felt that being able to build farms without any water source at all is not realistic or historical (at least farms intensive enough to provide food on a large scale). Thus the shift all way to Sustainability in the modern era. By then it's not really needed (thanks to the Aqueduct and chained irrigation) but it's there to help later cities catch up a bit if need be.
Since you're counting on the players to write the civilopedia for you in the first place... I think maybe you should consider going with the advice.No, I want to encourage players to read the pedia and learn something about these civilizations. UBs, UUs and UWs are the most effective way of doing that. Well, it would be if I had actually written all the pedia entries...
I don't know; I really think they're on to something about this.That's the goal though. I also think it can be a bit weird scrolling through the pedia and seeing buildings like the Mint, Research Institute, Garden - stuff that could feasibly be built by any civilization but is instead restricted to just one. Cistern and Archives would add to that, and Sauna sounds Finnish rather than Turkic. And adding the civilization's adjective to their building/unit just feels awkward, despite the clarity.