Hey, thank you for taking your time to read the document and write feedback on it!I don’t think your solution is consistent with the motivation for it as you laid it out. Misunderstanding the settlement limit to be a hard limit is what I would consider to be a beginner’s mistake. How it works might not be immediately obvious, but the settlement limit mechanism is actually very simple and can be explained in a couple sentences. Settlement limits are also very small numbers with increases coming from a fairly limited set of sources, whereas the proposed stability yield comes from many different sources and the amount varies a lot on the source. That’s not exactly beginner friendly.
I agree that settlement limit is a very simple mechanism that's poorly explained. And I do agree that stability is much more complex than that.
My intention was to introduce this complexity in order to give players more freedom and choice, while avoiding ambiguity and preserving or improving immersion. Let me elaborate:
- Stability is a cost for expanding and growing, but it can be paid with policy cards, satisfying government objectives and accomplishing other gameplay milestones; it's up to the player to decide how and when to expand and how to keep stability positive. In current iteration of Civ 7, there are fewer possibilities to increase the settlement limit and it doesn't involve as many interesting choices.
- That's subjective, but to me stability feels more natural to a 4X game than settlement limit. It's a broader and more immersive concept, and its built-in narrative allows to integrate it with other gameplay systems in a meaningful way. Meanwhile, settlement limit puts the burden on the player to add immersive "flavor" to it, because it's very artificial both in the way it works and the way it's presented. I'd argue that bonuses which provide +settlement limit don't connect meaningfully to what they do. They are scattered around tech and civic trees for the purpose of balance, and while this isn't inherently bad, there's a wasted opportunity that I'm trying to take advantage of. Actually, I removed stability bonuses from techs and civics on purpose for that very reason.
- I agree that stability (as well as the penalty) comes from many different sources, but I tried to introduce them gradually through existing gameplay loop by using governments, as well as UI for yields, settler lens and government policies.
I wanted to keep happiness a local yield for each settlement, working as is, while stability is global and affects many things, not just happiness. And I think happiness works well as is, so I don't really want to change anything about it. I'm thinking to maybe add the following bonus to positive stability: +1 happiness per excess stability. Without age scaling, so that in the Exploration Age players are inclined to settle or colonize more, which feats the overall theme of the age.Also, maybe I’m missing something, but I can’t see why the listed effects can’t just all be translated directly to happiness changes. It looks like what you’re trying to replace is happiness, not settlement limit.
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