I came up with and documented a new implementation for Civ 7's settlement limit. I used the name "Stability" for it, as I believe it to be the best in terms of reflecting what it does and how to acquire it.
I love it. Given how Civ 7 is designed around policies and abilities that provide micro yield modifications, the concept of a stability yield integrates perfectly with its design. It's also a great way to include the sort of restraint on pacing settlement limits provide without having hard limits.
I also appreciate how there are
asymmetries with this design, which I what I feel Civ 7 desperately needs. It's not even wide vs. tall, it's like, "Do I go hard religion so I can build a big empire and maintain happiness, but at a cost of gold and science?" Something like certain religious policies could
break the normal tall v wide balance functioning as the growth restraint
but impose hefty trade-offs. Which means creating avenues for developing
strategies.
I really like it.
I think happiness should still contribute to and detract from stability, but in a graded way. So only when you reach extreme unhappiness, or extreme happiness would there be a major modification to stability. With a reasonable cap on max happiness impact on stability. With this in mind, another way to repurpose happiness (if it's no longer modifying settlement limitations) would be to have happiness
synergize with all yields. So, happiness will now be the unique yield that functions by modifying other yields.
- Extreme levels of happiness, plus or minus, begin to meaningfully effect Stability.
- Happiness times (1/A x Culture) x no. of trade routes produces additional Influence. Cultural influence through trade.
- Happiness times (1/B x Science) x no. of production buildings/mining towns produces additional Gold. Commerical discovery through applied science.
- Happiness times (1/C x Food) times no. of farming towns produces additional Culture (knowing that food leads to growth which can reduce happiness). Surplus food leading to folk culture.
- Happiness times (1/D x Influence) times number of allies produces additional Science. Being a world leader captures knowledge of current trends.
- Happiness times (1/E x Gold) times no. of warehouses produces additional Food. Wealth leads to imported luxury food.
While this seems like happiness just boosts everything, and that's sort of the idea, there is distinct emphasis on strategy and employing the happiness bonus more heavily in one category or another depending on your other civilization bonuses. For one there's a trade-off between mining and farming, and for two there is a dependency on maintaining alliances over other boosting initiatives.