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Luxuries rethought.

Discussion in 'Civ5 - Creation & Customization' started by MikeJep, Dec 31, 2010.

  1. MikeJep

    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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