Luxuries rethought.

MikeJep

Chieftain
Joined
Aug 12, 2007
Messages
66
These have been my thoughts on Luxuries. And since I am snowed in this new years :( I will post ' em!

I have been dissatisfied with the Civ mechanism that five small civs with two cities each would require 5 luxuries. While one Civ with the same number of cities and population would only require one luxury!

Also, why wouldn't a massive Civ be unable to use 2 of the same luxuries (so large as to have no marginally diminishing effect) just as effectively as 1 different luxuries.



The following logic//equation could work.

X = population * 0.1 / Luxury

If X > 5:
Then X = 5
Else pass

:c5happy: = X * Luxury

Now for an example.

China has 120 population and 3 Silk.
The British have 50 people and 2 Cotton.

China has (120 * 0.1 /3)*3 = 12 :c5happy: from Silk
British has (50 * 0.1 / 2)*2 = 5 :c5happy: from Cotton

Net happiness 12 + 5 = 17 :c5happy:

Trade 1 Luxury for 1 Luxury?

China has 120 population and 1 Cotton and 2 Silk.
British has 50 population and 1 Cotton and 1 Silk.

China has (120 * 0.1 /2) > 5 so... 5*2 = 10 :c5happy: from Silk
China has (120 * 0.1 /1) > 5 so... 5*1 = 5 :c5happy: from Cotton
British has (50 * 0.1 / 1)*1 = 5 :c5happy: from Silk
British has (50 * 0.1 / 1)*1 = 5 :c5happy: from Cotton

Net happiness 10 + 5 + 5 + 5 = 25:c5happy:! Clearly trade is favored

China gained 3 from trade.
British gained 5 from trade.

Maybe looking at the actual gained from trade, China may demand as well.

I found a game defines that changes the :c5happy: given per extra luxury. I tried changing it... it didn't do anything. poo poo
 
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