Amadhe
Emperor of Nothing
Hello!
May inquire as to whether Rationalism’s incomplete policy been fully implemented yet?
May inquire as to whether Rationalism’s incomplete policy been fully implemented yet?
-- Employment Law (was Empiricism)
(+1 Food per Citizen)
Gains +1 Production per Citizen
Loses 25% Growth in all Cities
Loses +3% Science per GW (up to 20%)
This is too Tall-specific, belongs in Freedom imo
Gains 50% of Happiness converted to Culture
Hi, thank you for your helpNo. Also if it loads after I think there is a good chance it will add a prereq monopoly (when they had all been deleted), which will basically prevent you from making a corporation at all.
I can make it compatible. Could you link me the most up to date version of the mod?
Note all: @Zares found a bug where if you take Progress AND Rationalism the happines/population policy will actually get worse. It's not gamebreaking, but you may wish to avoid for now. This is a quirk of the base VP tables and I've asked for a fix, hopefully soon(tm).
Yeah, 1/6 happiness sounds better for a start. Gonna try out the new version, cheers!Thanks for the write-up.
Yes I think the Great Scientist issue is really a tough one. I'm currently of the opinion that probably the instant-bulb science is just a problem that will always wreck the game's pacing; same goes for the Writer bulb for culture. @Flamingcheesepie has a good idea to replace these with a +X% yield for Y turns type bonus, a bit like the Musician, and I think this will make things a lot healthier.
On the Happiness to Culture. Yes it's a question of what the power level of such a policy should be. If I have 20 Happiness (not unreasonable later game number) then I get 10 Culture. That's a fair bit for a single policy, and this one also gives +1 food and production per citizen on top of that. So is this enough? I feel it is, but I would be open to an argument the value should be something else.
The instant culture/GAP is meant to create this choice where maybe you delay for more yields, or maybe you go early to get to the final policy asap due to its higher strength. As far as the Happiness number goes, I agree 1/8 may be too weak. We currently have the annoying bug with Progress's policy with the similar effect (1 per 15 pop, so I made this roughly twice as good!) as well so that's perhaps an argument to change it to something else entirely. A possibility would be giving happiness to a line of buildings, like any growth building (granary->aqueduct->grocer->etc.) but I liked how this was different to Industry. If we kept it as happiness per pop, what do you think the denominator should be?
Spy mission yields I mainly designed around growth for smaller cities (both food and borders), but I admit the intuition leaves a lot to the imagination. Jail gives yields from Spies because... outlaws from the Jail are recruited to aid the mission? At least the Science on Printing House follows! Soon I will update and we get the Casino as well. I think the gameplay loop makes sense overall, but the numbers probably still need work! However I'm not too worried about the precise details until the actual DLL changes can be made.