ICS? Icey No!

There is a difference between (1) +x% growth (Landed Elite) and (2) x% retained after growth. (1) affects the amount of :c5food: that goes into the food bucket each turn, (2) determines how much of the food bucket is carried over after the city has grown one pop.

Granary is underwhelming in Vanilla, but 2:c5food: and 20% retained might be a bit too powerful. Maybe 1:c5food:?
It's not much of a problem if lategame the percentage of food retained goes up to 80 or 85% though; Hospital and Medical Lab are expensive, so I would suggest 40% and 25% respectively for those.

The Garden indeed needs a buff, should be 33 or 50%. Maintenance is fine, but the building cost should go down. National Epic should probably be something between 50 and 75%, otherwise you will risk the effect that, like in civ4, almost all GP points outside the "GP city" go to waste. Democracy could go down to 25-33% GP generation.
 
To be honest I find this whole approach of iterative rebalancing to be kind of misguided.
By iteratively I mean: make changes, test them, then make more changes as needed. I don't mean something like: increase from 25% to 33% and test, then increase to 50% then test. Although that's not impossible, ideally it'd be better to reach the final step straight away, it's not always easy to tell where the sweet spot is until you test it out in game.

You can balance the options, sure, but without some sort of vision for where this is going, you'll just end up with a game where it doesn't matter what you do because every option is "balanced" and the same.
Hmm, I feel that TMIT would have something to say here. :)

I wouldn't say balanced implies same, but it looks like that's what you're basically saying.

I suppose if I were to elaborate more on the vision, it'd be to alter the game (with current limitations) so as to reduce the effectiveness of ICS relative to other strategies, whilst making as few changes as reasonable. Part of that means making large or core cities more powerful (e.g. through the better per-pop (1.5) and the capitalcity factor in trade routes now).

I don't know yet if the changes in v1 are a complete failure, which is why I'm only terming it experimental at this stage. I'm not going to claim that the mod already improves the balance of the game, though it is hoped for that to happen.



But anyway, if you're going to do it this way, the game is so imbalanced right now that you might as well start off by making some big changes. The way it is right now, I look at a lot of buildings (or wonders or social policies) and I think "wow, you could double or even triple that bonus, and I still would never bother to use it".

You want to balance great people generation. Adding one small city with a library adds 6 gpp, so adding the national epic should do the same initially. Make it +100%. (for what it's worth the only meaningful values are +34%, +67%, and +100%, because gpp round down.
Ok I will take note and probably make this change in the next update.... +100% for the nat epic.

The garden just adds 1 gpp basically- it should be improved also to +34%)
Ok. Will likely go with that suggestion

Make the national college +100% also so that it's rougly the same benefit as adding cities. Also give the observatory 1 scientist slot so we have a reason to build it.
Observatory idea sounds good. As for Nat College, also good, but would a change in cost be in order? library at 80, nat college at 140 currently. Maybe up that to at least 160, probably closer to 200. For comparison, Hermitage is 320 (though I don't know how many people build it).
Perhaps same deal with nat epic too, currently at 140.


The area where small city spam has the biggest advantage right now is gold, and unfortunately there's no national wonder to help that. I suggest adding a "wall street" national wonder, available at banking, which adds +100% gold and +1 merchant slots.
Sounds like a good idea. I wonder if anyone has already made the icon art for it.
I also suggest doubling the gold bonus of a merchant to +4, and doubling the gold cost of rushing units.
Hmm, I assume those changes are meant to sort of go hand in hand. They sound like big changes on paper. Makes it better to buy buildings and build units (relative to each other). Does this suggestion have something to do with it often happening the other way round (buy units, build buildings)?

Straight production is fine, larger cities already have the advantage there. It would be nice to have the "heroic epic" do more though- double it to +30% so it's not something you can just ignore.
A good point.
Though 30 is a lot. Especially now that you can sell the prereq buildings after the national wonder is finished, is this really the best idea?

Would 25 be an alright compromise? Or is that just too little to make it worth caring about...
Happiness is more or less OK. I think if you change the per city penaltry to +3 :mad: it will be enough. As good as a coloseum is, I would never build a new city JUST to get extra happiness- I do it for extra research and trading posts.
Me too, actually (the gold moreso than the research though). My main game that I remember where I really ICS'd bigtime was a large map Archipelago playing as Arabia on Immortal. Every time I built a city it was like I found a gold mine, only encouraging yet more ICS.




I like the idea for the granary. But you'll also need to reduce the gold cost of purchasing new tiles, so that people can afford some land for the new citizens to work. As it is now, only Washington with monarchy can really afford to buy land in the 3rd ring. I'd cut the base gold cost in half, if that's possible.
I'm having second thoughts about the granary now, mainly because of the changed effect of Landed Elite.

Whatever change is suggested for the granary, it will need to take into account the effect (or balance) of Landed Elite, the windmill, hospital and medical lab.

As for tokala's recent comment on the difference between growth modifiers and food retained modifiers, this is a good point... It means the 20% on Landed Elite is multiplicative on the sum of the other food-retained bonuses I think. (well, sort of multiplicative, you get the idea).
 
Here's some variables for city-state modifiers you can include, and can find more in GlobalAIDefines.xml. What someone was referring to is "ALLIES_OTHER_CITIES..." which doubles the food bonus of friendly pre-renaissance (reduced to +50% post-renaissance). First of each value is what I modified it to, second is the original value. The changes result in 50% less food for non-capital cities pre-ren and 33% less post-ren (this was primarily to target early-game ICS among other things).

Spoiler :
PHP:
<?xml version="1.0" encoding="utf-8"?>
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			<Set Value="5"/> <!-- 3 -->
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There's no easy way with the current tools to convert it from a per-city-bonus to an empire-bonus like the other citystates (root of the Maritime problem).
 
By iteratively I mean: make changes, test them, then make more changes as needed. I don't mean something like: increase from 25% to 33% and test, then increase to 50% then test. Although that's not impossible, ideally it'd be better to reach the final step straight away, it's not always easy to tell where the sweet spot is until you test it out in game.

Hmm, I feel that TMIT would have something to say here. :)

I wouldn't say balanced implies same, but it looks like that's what you're basically saying.

I suppose if I were to elaborate more on the vision, it'd be to alter the game (with current limitations) so as to reduce the effectiveness of ICS relative to other strategies, whilst making as few changes as reasonable. Part of that means making large or core cities more powerful (e.g. through the better per-pop (1.5) and the capitalcity factor in trade routes now).

I don't know yet if the changes in v1 are a complete failure, which is why I'm only terming it experimental at this stage. I'm not going to claim that the mod already improves the balance of the game, though it is hoped for that to happen.
Well of course more than one round of testing + feedback is necessary. I'm just saying that, if you're not careful, you'll get stuck in a local equilibrium of balance, where you need to change things drastically to get to a global equilibrium.



Observatory idea sounds good. As for Nat College, also good, but would a change in cost be in order? library at 80, nat college at 140 currently. Maybe up that to at least 160, probably closer to 200. For comparison, Hermitage is 320 (though I don't know how many people build it).
Perhaps same deal with nat epic too, currently at 140.
The thing about national wonders is that their hammer cost is only a small part of their real cost- you have to stop expanding and build a library in every city in order to build the National College. So with 6 cities, that's 6*80= 400 hammers, + 140 is 540 hammers, and a lot of time spent not building settlers. 20 hammers either way makes almost no difference. I have no idea what the exact number of hammers to balance it is, I just threw out +100% science as a ballpark guess of how good it would have to be to tempt me into pausing my expansion long enough to build it. You can play around with the exact costs after it seems like there's a reason to build it.

I was trying to think of all the national wonders, but I completely forgot about the Hermitage lol. That should tell you how often I build that wonder.

Hmm, I assume those changes are meant to sort of go hand in hand. They sound like big changes on paper. Makes it better to buy buildings and build units (relative to each other). Does this suggestion have something to do with it often happening the other way round (buy units, build buildings)?
Oh I didn't really mean it that way. I just wanted to somewhat nerf the ICS advantage where you can generate gold globally, but spend it locally to build a unit in one turn. Also I still want to reduce army sizes a bit. They're definitely big changes, but I think big changes are needed to have any effect on the balance in this game. The 4 gold merchant is justified, I think, because you'll need a 4 food farm to feed one merchant, and you could just as easily run two trading posts instead, for 4 gold.

A good point.
Though 30 is a lot. Especially now that you can sell the prereq buildings after the national wonder is finished, is this really the best idea?

Would 25 be an alright compromise? Or is that just too little to make it worth caring about...
I was actually wondering if it should be more like 40 or 50, to justify the cost of building a barracks in every single city when you probably just need one. I don't know. It's really hard to say whether plus or minus 5% is better balanced.




I'm having second thoughts about the granary now, mainly because of the changed effect of Landed Elite.

Whatever change is suggested for the granary, it will need to take into account the effect (or balance) of Landed Elite, the windmill, hospital and medical lab.

As for tokala's recent comment on the difference between growth modifiers and food retained modifiers, this is a good point... It means the 20% on Landed Elite is multiplicative on the sum of the other food-retained bonuses I think. (well, sort of multiplicative, you get the idea).

The windmill doesn't have any effect on food does it? As for the medical lab, I kind of want to just scrap it entirely. It comes so late in the game- only two techs away from globalization, which can win the game!
Instead of boosting the granary, can't we just decrease the base amount of food necessary for growth?
 
As for tokala's recent comment on the difference between growth modifiers and food retained modifiers, this is a good point... It means the 20% on Landed Elite is multiplicative on the sum of the other food-retained bonuses I think. (well, sort of multiplicative, you get the idea).

Actually, the multiplier comes into effect with a THIRD kind of food bonus in Civ5 (Someone screwed up regarding "streamlining" of food boni, are there even more?) :crazyeye:
See the attached screen, a beefy lategame Tenochtitlan with Landed Elite and Floating Gardens.

Food production = 77 (Base production) x 1.15 (Floating Gardens) = 88.55
Food consumption = 68 (pop=34)
Growth=20(.55) before Landed Elite
20.55 x 1.33 (Landed Elite) = 27.3315 --> Effective Growth per turn

So Landed Elite only has a noticably effect with a big food surplus :)
 

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    food.jpg
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Here's some variables for city-state modifiers you can include, and can find more in GlobalAIDefines.xml. What someone was referring to is "ALLIES_OTHER_CITIES..." which doubles the food bonus of friendly pre-renaissance (reduced to +50% post-renaissance). First of each value is what I modified it to, second is the original value. The changes result in 50% less food for non-capital cities pre-ren and 33% less post-ren (this was primarily to target early-game ICS among other things).

Spoiler :
PHP:
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There's no easy way with the current tools to convert it from a per-city-bonus to an empire-bonus like the other citystates (root of the Maritime problem).

Thank you muchly. I hadn't even thought to look into the AI files, though in hindsight it makes sense. I was thinking of these parts of the game like they were game rules. Firaxis have a different way of organising things. :)

Well of course more than one round of testing + feedback is necessary. I'm just saying that, if you're not careful, you'll get stuck in a local equilibrium of balance, where you need to change things drastically to get to a global equilibrium.
I can appreciate the meaning of your analogy in general, as it would be applied to other things, but am finding it hard to relate it well with issues of balance in the game we're discussing. Balance is one of those things that is impossible to measure objectively, and I often say that not everyone will ever agree on what is or what isn't balanced.

As I mentioned in part of the revised vision, ideally we try to keep the changes as little as possible from the standard game. This is just how I prefer to mod - I don't like to completely shake up the whole system even if it could potentially be a much better balanced game, if it means it will be a barrier to anyone coming to the mod because a whole new game needs to be learned. With any mod, there are people who think it goes in some direction too far, and those who think it doesn't go far enough. I think in this case you're really pushing at the limits of how far I'd like this mod to go, but with good reasoning it's definitely possible for me to go that far. In other words, I don't necessarily consider big changes a bad thing, but they need to be pretty much necessary with no simpler alternative.

I mean, buffing Heroic Epic to 50% to me sounds ridiculous, as in at least one game I built it relatively early on (before the patch where we gained the ability to sell buildings), and continued to expand from there. The 50% bonus would dwarf even the bonus of a Chinese GG, and considering the number of units you need to use in civ5, it's often possible to do all your unit building with just one city, if that's the way you choose to do it.

The thing about national wonders is that their hammer cost is only a small part of their real cost- you have to stop expanding and build a library in every city in order to build the National College. So with 6 cities, that's 6*80= 400 hammers, + 140 is 540 hammers, and a lot of time spent not building settlers. 20 hammers either way makes almost no difference.
I don't really agree with this assessment. Firstly, national wonders can't be purchased, unlike other buildings. For example, if you're going to build the Nat College in the middle of a huge jungle, 20 hammers does make a difference because it can't be rushed.

As for tallying up the amount from several separate cities in the cost, it doesn't make sense unless you try and discount the positive effect of those lesser buildings in the other cities. You can't say the nat colelge costs 540 hammers unless you want to call it the nat college + 6 libraries where the 6 libraries may or may not produce much benefit on their own. Moreover, I'm not 100% sure about the high-level players' views on this (so correct me if wrong), but especially if we gave the nat college a big buff, building it fairly on in the game is not difficult. You certainly wouldn't need to wait til 6 cities.

I recognise that a big part of whether or not to build National Wonders at the moment is opportunity cost, because you have to pause expansion for at least a little while, but if you make them too powerful they just become a must build near the start of the game before the quest for grand ICS begins.
I have no idea what the exact number of hammers to balance it is, I just threw out +100% science as a ballpark guess of how good it would have to be to tempt me into pausing my expansion long enough to build it. You can play around with the exact costs after it seems like there's a reason to build it.
A good point. I agree

I was trying to think of all the national wonders, but I completely forgot about the Hermitage lol. That should tell you how often I build that wonder.
Me too, though it's nice at lower difficulties when you can have a wonder city. Hermitage ends up being a lot more cost efficient than pretty much every other culture source.

Oh I didn't really mean it that way. I just wanted to somewhat nerf the ICS advantage where you can generate gold globally, but spend it locally to build a unit in one turn. Also I still want to reduce army sizes a bit. They're definitely big changes, but I think big changes are needed to have any effect on the balance in this game. The 4 gold merchant is justified, I think, because you'll need a 4 food farm to feed one merchant, and you could just as easily run two trading posts instead, for 4 gold.
Ok, I'm seeing your idea a bit better now.

However, I would add:
-Remember the effect of the social policies / wonders that effect specialists, including reducing the unhappiness they produce, and the food they eat, and also +1:c5production: for each. A 4:c5gold:1:c5production: specialist would be pretty sweet.
I was actually wondering if it should be more like 40 or 50, to justify the cost of building a barracks in every single city when you probably just need one. I don't know. It's really hard to say whether plus or minus 5% is better balanced.

Well, as you said above, maybe we should just go with a large change, and adjust down if necessary after seeing how powerful it is in game.
The windmill doesn't have any effect on gold does it? As for the medical lab, I kind of want to just scrap it entirely. It comes so late in the game- only two techs away from globalization, which can win the game!
Instead of boosting the granary, can't we just decrease the base amount of food necessary for growth?
All I meant with the windmill, is that if you make the granary a lot better (e.g. 2:food:, +20% food retained, for 2:c5gold:), then it makes the windmill (which is situational - river dependent) look pretty crappy. From memory, I think it costs more to build as well.

As for decreasing the base amount of food necessary for growth? Yes I think this can be done. I haven't got a good grasp on the formula yet (I'm sure it'd be explained well by a bright spark somewhere in S&T though), but it is an area of the game I'm prepared to alter for this mod.
 
And given these GlobalDefines:
Code:
		<Row Name="BASE_CITY_GROWTH_THRESHOLD">
			<Value>15</Value>
		</Row>
		<Row Name="CITY_GROWTH_MULTIPLIER">
			<Value>6</Value>
		</Row>
		<Row Name="CITY_GROWTH_EXPONENT">
			<Value>1.8</Value>
		</Row>
Can some mathwiz work out how it works?
 
PieceOfMind said:
Ok, let's go with this thought. Can we develop it further? Give me cold hard numbers as suggestions - I'm not usually the ideas guy. Is the 100% suggestion for National Epic a good idea? I'm thinking it's going to completely blast the effect of the garden making it near useless in any city but the Nat Epic city, or if not worthless at least not worth the cost. Would somewhere in between the 25 and 100 be better?
My beef with this is when don't you get the National Epic and National Library even with an ICS'd empire? I still build them even if I have 30 cities!

I agree though that 1 power city + 5 others compared to 1 power city + 20 others is closer in science/GP output than 6 cities compared to 21 cities, so maybe it will help.
 
I can appreciate the meaning of your analogy in general, as it would be applied to other things, but am finding it hard to relate it well with issues of balance in the game we're discussing. Balance is one of those things that is impossible to measure objectively, and I often say that not everyone will ever agree on what is or what isn't balanced.

As I mentioned in part of the revised vision, ideally we try to keep the changes as little as possible from the standard game. This is just how I prefer to mod - I don't like to completely shake up the whole system even if it could potentially be a much better balanced game, if it means it will be a barrier to anyone coming to the mod because a whole new game needs to be learned. With any mod, there are people who think it goes in some direction too far, and those who think it doesn't go far enough. I think in this case you're really pushing at the limits of how far I'd like this mod to go, but with good reasoning it's definitely possible for me to go that far. In other words, I don't necessarily consider big changes a bad thing, but they need to be pretty much necessary with no simpler alternative.
I see you're point, but I guess I'm just coming at this from a different direction because I think the "standard game" is so badly balanced that it really needs major changes. The way it is now, most buildings are almost completely useless, and need a major improvement. But then I also think the combat system should be changed, so as long as you're keeping that fixed I guess there's a limit in how far you can go changing the economic system.

I mean, buffing Heroic Epic to 50% to me sounds ridiculous, as in at least one game I built it relatively early on (before the patch where we gained the ability to sell buildings), and continued to expand from there. The 50% bonus would dwarf even the bonus of a Chinese GG, and considering the number of units you need to use in civ5, it's often possible to do all your unit building with just one city, if that's the way you choose to do it.
You say "dwarf" where I would say "is about the same as". It's also about the same as what you get from 2 promotions, or one promotion plus rough terrain or discipline and flanking. And it's exactly the same as the advantage you get by attacking an equivalent unit on open terrain, without promotions (because 1/.66 = 1.5). I know you could build all your units from one city, but it's also a significant sacrifice to stop building settlers while your size 1 outposts build a barracks.

I don't really agree with this assessment. Firstly, national wonders can't be purchased, unlike other buildings. For example, if you're going to build the Nat College in the middle of a huge jungle, 20 hammers does make a difference because it can't be rushed.

As for tallying up the amount from several separate cities in the cost, it doesn't make sense unless you try and discount the positive effect of those lesser buildings in the other cities. You can't say the nat colelge costs 540 hammers unless you want to call it the nat college + 6 libraries where the 6 libraries may or may not produce much benefit on their own. Moreover, I'm not 100% sure about the high-level players' views on this (so correct me if wrong), but especially if we gave the nat college a big buff, building it fairly on in the game is not difficult. You certainly wouldn't need to wait til 6 cities.

I recognise that a big part of whether or not to build National Wonders at the moment is opportunity cost, because you have to pause expansion for at least a little while, but if you make them too powerful they just become a must build near the start of the game before the quest for grand ICS begins.
I guess you're right, we'd probably build a lot of those libraries anyway. But the opportunity cost is really high. It's limited by the city with the lowest production, so you have to wait for that new size 1 outpost in grassland to finish a library before you can settle new cities.

You can get it early if you really want to, but you'd have to sacrifice a lot to get there. As things are, there's a strong incentive to get settlers out as fast as possible. For what it's worth, in this guide to a super fast spaceship, he never used build the national college until late in the game, despite building relatively few cities.
http://forums.civfanatics.com/showthread.php?t=396275

Ok, I'm seeing your idea a bit better now.

However, I would add:
-Remember the effect of the social policies / wonders that effect specialists, including reducing the unhappiness they produce, and the food they eat, and also +1:c5production: for each. A 4:c5gold:1:c5production: specialist would be pretty sweet.
If somebody wants to add literally everything that can boost specialists then I'd say good for them- a specialist should be very powerful after all that! However you're not going to get to that point until quite late in the game, if at all, whereas trading posts come very early. A merchant should be at least competative with a trading post (and those get boosted by rationalism as well, and golden ages).

All I meant with the windmill, is that if you make the granary a lot better (e.g. 2:food:, +20% food retained, for 2:c5gold:), then it makes the windmill (which is situational - river dependent) look pretty crappy. From memory, I think it costs more to build as well.
Oh I see the problem. You mean the watermill, not the windmill. The windmill adds %15 production, the watermill adds +2 food. Yeah the watermill is quite weak. Maybe increase that to +3 or +4 food.

[/QUOTE]
 
I see you're point, but I guess I'm just coming at this from a different direction because I think the "standard game" is so badly balanced that it really needs major changes. The way it is now, most buildings are almost completely useless, and need a major improvement. But then I also think the combat system should be changed, so as long as you're keeping that fixed I guess there's a limit in how far you can go changing the economic system.


You say "dwarf" where I would say "is about the same as".
Lol, yeah 'dwarf' wasn't really the correct word there. I'm sure you know what I mean though.
It's also about the same as what you get from 2 promotions, or one promotion plus rough terrain or discipline and flanking. And it's exactly the same as the advantage you get by attacking an equivalent unit on open terrain, without promotions (because 1/.66 = 1.5). I know you could build all your units from one city, but it's also a significant sacrifice to stop building settlers while your size 1 outposts build a barracks.
Or just buy them (by saving up if necessary) and selling them immediately after completion of the HE.

I guess you're right, we'd probably build a lot of those libraries anyway. But the opportunity cost is really high. It's limited by the city with the lowest production, so you have to wait for that new size 1 outpost in grassland to finish a library before you can settle new cities.
You keep mentioning the size-1 outpost. You're right, but it's possible to adapt a strategy. Like I said above, the fact you can buy buildings in cities that lack the production make this not a critical point. It would only be if you don't have much of an economy for gold generation.

You can get it early if you really want to, but you'd have to sacrifice a lot to get there. As things are, there's a strong incentive to get settlers out as fast as possible. For what it's worth, in this guide to a super fast spaceship, he never used build the national college until late in the game, despite building relatively few cities.
http://forums.civfanatics.com/showthread.php?t=396275
I'll take your word for it. My comment here would be I may well go ahead with the change you are suggesting even though it feels like it could go too far. Always possible with a mod to revert a change that took things too far.

If somebody wants to add literally everything that can boost specialists then I'd say good for them- a specialist should be very powerful after all that! However you're not going to get to that point until quite late in the game, if at all, whereas trading posts come very early. A merchant should be at least competative with a trading post (and those get boosted by rationalism as well, and golden ages).
Good point, again. :)

Particularly the +1:hammers:, I think comes from the Statue of Liberty IIRC. An expensive wonder and nowhere near guaranteed at high diffs, unless one is already in a dominant position.

Oh I see the problem. You mean the watermill, not the windmill. The windmill adds %15 production, the watermill adds +2 food. Yeah the watermill is quite weak. Maybe increase that to +3 or +4 food.
Yes, I meant the watermill (oops).:mischief:
 
Gosh. I think I'll stick to my own spreadsheet. lol

For example, by tweaking mult to 7 (from 6), and exp to 1.5 from 1.8, we get the following values:

(hopefully the table makes enough sense... 'Actual' is the current formula. 'suggest' is my suggested one for the mod.)
Spoiler :
Code:
size		suggest		Actual	diff
0					
1					
2		15		15	
3		23		22	1
4		31		30	1
5		41		40	1
6		51		51	0
7		61		63	-2
8		71		76	-5
9		82		90	-8
10		93		105	-12
11		105		121	-16
12		116		138	-22
13		128		155	-27
14		140		174	-34
15		152		194	-42
16		165		214	-49
17		178		235	-57
18		191		258	-67
19		204		280	-76
20		217		304	-87
21		230		329	-99
22		244		354	-110
23		258		380	-122
24		272		407	-135
25		286		435	-149
26		300		464	-164
27		315		493	-178
28		329		523	-194
29		344		554	-210
30		359		585	-226
31		374		617	-243
32		389		650	-261
33		404		684	-280
34		420		719	-299
35		435		754	-319
36		451		790	-339

Those are quite significant differences in the teen city sizes. Also, by intention, the growth rates of small cities are not altered by much.
 
Not much of a difference up to about size 15. Should have almost no effect on ICS, and really starts to matter above about size 20. I think we still need that improved granary :mischief:
 
Remember that the effect sort of compounds. (and it's only an example, we can tweak it differently. Anyone with a spreadsheet program can plug in the formula easily enough and have a go)

And I haven't ruled out the granary. ;)


****
By the way, I'm really liking modbuddy.
:goodjob: Firaxis.
 
Not much of a compounding, as usually the average yield per tile will go down with increasing city size. All else beeing equal, you will end up with a size 16 city instead of a size 15 city at turn ~150.
Did you consider to raise BASE_CITY_GROWTH_THRESHOLD? Might not hurt to slow down the initial city growth a tad and further soften the impact of that pesky exponent.
 
I thought in the recent patch the national wonders were changed to have their cost scale with number of cities?
 
PieceOfMind said:
To do / Proposed changes:
-------------------------
+Reduce unhappy per pop? Not even sure if this can be made non-integer
Why not change it from +happiness to something else entirely? Like, the Liberty bonus to +1 food per city?
 
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