Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid.
I know, I just wanted to say I was supporting the other suggestions but not those ones specifically.
Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid.
Samael said:I have a bit of a problem with these ones myself......
karmina said:I'm not a big fan of adding tons of minor fixes - just too much to balance correctly, worry about as player, and it generally feels bulky.
....and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.
[to_xp]Gekko said:thanks for getting me think of a way to fix that issue naf4ever. I hope that now cities having wayyy too much health and happiness is a thing of the past![]()
Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.[to_xp]Gekko said:I think that would be bad for the early game though ...
naf4ever said:Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.
[to_xp]Gekko said:I've implemented many of the changes you suggested, increased the cost of grocers and markets a bit, and took away some of the resources' bonuses enabled by these 2 buildings ( those which I found to be "elite" resource only available to rich people due to the price: it is nonsense that something which is available just to a few people will help you mantain social order)
thanks for your support naf4ever!![]()
PolyBomber said:After having played a few games with this mod I was thinking that maybe an idea to deal with the increase in health and happiness rescources would be to simply make city growth require two health and two happiness perhaps after a base size of say 5. If this were done then other buildings like aquaducts should perhaps have their health increased to 4 from two, as well as the expansive trait. I'm not sure if this is possible, but perhaps the advantage to implementing this would be that the overall balance would remain the same without needing to make buildings give negative health or happiness.