Aussie_Lurker
Deity
Look, I get the reason they decided to take Health out of the game, but I still reckon its absence is unacceptable. More to the point, I can see ways in which Health & Happiness could work-together-without either one being redundant.
So here's my thoughts:
At what level should Happiness & Health Operate?
Well personally I think that Happiness & Health should have both a local & global component. Some things will *only* impact these elements at the City Level (like most buildings), some will have a global impact only (like luxury & food resources), whilst others might have a city &/or global impact (techs, social policies & wonders).
What effects should happiness have?
At the local level: A happiness surplus should give a boost to the hammer & culture output of the city-up to a maximum of, for example, +5-as well as contributing to the global pool.
At the global level: Tier 1-(i) Golden Ages, obviously.
(ii) Distance Modifier to building maintenance cut by 10%.
(iii) Improved rate of assimilation of foreign tiles & cities.
Tier 2-(i) Golden Ages-again.
(ii) Distance Modifier to building maintenance cut by 20%.
(iii) Increased Combat strength for units.
(iv) Increased Worker Speeds.
What effects should Unhappiness have?
At the Local Level A happiness deficit will have the opposite effect to a happiness surplus-impacting culture & production output-down to a maximum of, say, -5. After that cap the city is considered "In Revolt", at which point it generates *no* hammers or culture.
At the global level: Tier 1-(i) Deducts from Golden Ages, obviously.
(ii) Distance Modifier to building maintenance increased by 10%.
(iii) Decreased rate of assimilation of foreign tiles & cities.
Tier 2-(i) Golden Ages-again.
(ii) Distance Modifier to building maintenance increased by 20%.
(iii) Decreased Combat strength for units.
(iv) Decreased Worker Speeds.
What effects should Good Health have?
At the Local Level A health bonus will give a bonus to the food & gold output of a city (though science might work better). Again, up to around a maximum of +5
At the global level: Tier 1-(i) Like Happiness, it contributes to Golden Ages.
(ii) # of cities Modifier to building maintenance decreased by 10%.
(iii) All Cities generate settlers at a faster rate.
Tier 2-(i) Golden Ages-again.
(ii) # of cities Modifier to building maintenance decreased by 20%.
(iii) Increased hit-points for units.
(iv) Any tiles with 1 food or less get a +1 food bonus.
What effects should Bad Health have?
At the Local Level A health deficit will give a penalty to the food & gold/science output of a city, down to a maximum of -5, after which the city is considered Blighted-& generates no food or gold/science at all.
At the global level: Tier 1-(i) Like Happiness, it deducts from Golden Ages.
(ii) # of cities Modifier to building maintenance increased by 10%.
(iii) All Cities generate settlers at a slower rate.
Tier 2-(i) Golden Ages-again.
(ii) # of cities Modifier to building maintenance increased by 20%.
(iii) Decreased hit-points for units.
(iv) Any tiles with 2 food or more get a -1 food penalty.
So basically, both Health & Happiness can put a brake on unfettered growth, but by acting through totally different mechanisms.
So, what are your thoughts? Do you have an alternative suggestion? Obviously, unless they bring health back in an expansion, this is really about designing a mod.
Aussie_Lurker.
So here's my thoughts:
At what level should Happiness & Health Operate?
Well personally I think that Happiness & Health should have both a local & global component. Some things will *only* impact these elements at the City Level (like most buildings), some will have a global impact only (like luxury & food resources), whilst others might have a city &/or global impact (techs, social policies & wonders).
What effects should happiness have?
At the local level: A happiness surplus should give a boost to the hammer & culture output of the city-up to a maximum of, for example, +5-as well as contributing to the global pool.
At the global level: Tier 1-(i) Golden Ages, obviously.
(ii) Distance Modifier to building maintenance cut by 10%.
(iii) Improved rate of assimilation of foreign tiles & cities.
Tier 2-(i) Golden Ages-again.
(ii) Distance Modifier to building maintenance cut by 20%.
(iii) Increased Combat strength for units.
(iv) Increased Worker Speeds.
What effects should Unhappiness have?
At the Local Level A happiness deficit will have the opposite effect to a happiness surplus-impacting culture & production output-down to a maximum of, say, -5. After that cap the city is considered "In Revolt", at which point it generates *no* hammers or culture.
At the global level: Tier 1-(i) Deducts from Golden Ages, obviously.
(ii) Distance Modifier to building maintenance increased by 10%.
(iii) Decreased rate of assimilation of foreign tiles & cities.
Tier 2-(i) Golden Ages-again.
(ii) Distance Modifier to building maintenance increased by 20%.
(iii) Decreased Combat strength for units.
(iv) Decreased Worker Speeds.
What effects should Good Health have?
At the Local Level A health bonus will give a bonus to the food & gold output of a city (though science might work better). Again, up to around a maximum of +5
At the global level: Tier 1-(i) Like Happiness, it contributes to Golden Ages.
(ii) # of cities Modifier to building maintenance decreased by 10%.
(iii) All Cities generate settlers at a faster rate.
Tier 2-(i) Golden Ages-again.
(ii) # of cities Modifier to building maintenance decreased by 20%.
(iii) Increased hit-points for units.
(iv) Any tiles with 1 food or less get a +1 food bonus.
What effects should Bad Health have?
At the Local Level A health deficit will give a penalty to the food & gold/science output of a city, down to a maximum of -5, after which the city is considered Blighted-& generates no food or gold/science at all.
At the global level: Tier 1-(i) Like Happiness, it deducts from Golden Ages.
(ii) # of cities Modifier to building maintenance increased by 10%.
(iii) All Cities generate settlers at a slower rate.
Tier 2-(i) Golden Ages-again.
(ii) # of cities Modifier to building maintenance increased by 20%.
(iii) Decreased hit-points for units.
(iv) Any tiles with 2 food or more get a -1 food penalty.
So basically, both Health & Happiness can put a brake on unfettered growth, but by acting through totally different mechanisms.
So, what are your thoughts? Do you have an alternative suggestion? Obviously, unless they bring health back in an expansion, this is really about designing a mod.
Aussie_Lurker.