A problem I've noticed with the luxury system is that players are not rewarded for having multiple luxuries. Sure you can trade these extra luxuries but that can be frustrating at best with npcs who either dont like you and demand more stuff an luxury in exchange or just dont have an extra to exhange.
Also happyness is extremely hard to manage for large empires expecially if you dont have a large variety of luxurys and instead have multiple extra copies like I tend to have.
My Idea for a solution for both of these is simple in theory but I don't know if it's possible script.
Make a specialist building that needs the luxury resource in the local city zone area that allows you to make a new specialist that increases happiness by about 3 and it uses up one of the extra sources of luxuries that you own.
Now why not make it so the building itself uses up the resource and gives the bonus.
Because I would like it to be able to be toggled off so you can trade the resource again if the oppertunity arrises and the bonus is left at only 3 so trading with your neighbors would still be a worthwhile endevor mostly an option for those who don't want to or can't trade their extra resources.
The big question i have is it possible to make a specialist use up a luxury resource.
Everything else I believe is not very difficult to mod.
I'd also like the buildings to be cheap maintenance cost with a small bonus to culture or gold or whatever based on the resource to still have a purpose when not using the specialist.
The specialist also balances because it could be used for food, hammers, or gold so a large empire could use it to help the happiness but a small empire with fewer cities would feel the loss of gold, production, or food because small empires depend on having fully improved and developed cities so a loss of one population working would not be worth it, but in a larger undeveloped empire could deal with the loss and would have more extra luxuries to use as well.
I am not the best modder but could help I am going to try myself to make this mod but if a more experienced modder wants to make this mod or give advise I would appriechiate it.
Also happyness is extremely hard to manage for large empires expecially if you dont have a large variety of luxurys and instead have multiple extra copies like I tend to have.
My Idea for a solution for both of these is simple in theory but I don't know if it's possible script.
Make a specialist building that needs the luxury resource in the local city zone area that allows you to make a new specialist that increases happiness by about 3 and it uses up one of the extra sources of luxuries that you own.
Now why not make it so the building itself uses up the resource and gives the bonus.
Because I would like it to be able to be toggled off so you can trade the resource again if the oppertunity arrises and the bonus is left at only 3 so trading with your neighbors would still be a worthwhile endevor mostly an option for those who don't want to or can't trade their extra resources.
The big question i have is it possible to make a specialist use up a luxury resource.
Everything else I believe is not very difficult to mod.
I'd also like the buildings to be cheap maintenance cost with a small bonus to culture or gold or whatever based on the resource to still have a purpose when not using the specialist.
The specialist also balances because it could be used for food, hammers, or gold so a large empire could use it to help the happiness but a small empire with fewer cities would feel the loss of gold, production, or food because small empires depend on having fully improved and developed cities so a loss of one population working would not be worth it, but in a larger undeveloped empire could deal with the loss and would have more extra luxuries to use as well.
I am not the best modder but could help I am going to try myself to make this mod but if a more experienced modder wants to make this mod or give advise I would appriechiate it.