Enrico Swagolo
Deity
- Joined
- Jun 10, 2013
- Messages
- 2,387
Cheating?![]()
He's getting like -25 unhappiness in his capital alone with all the buildings and Tradition, I think it's not really cheating to persuade the game to be more... lenient.
Cheating?![]()
You can go to jail for cheating in the game. Gazebo told me so.Cheating?![]()
I think G's view makes sense. If you're reaping the benefits of being tall then use it to focus on other things. Railroading the game down one line with endless benefits is boring, and I see a lot of people here that want their chosen strategy to remain a railroad.Yeah I'm not in favor of punishing growth so heavily. That's one of Tall's strengths and making it a weakness seems wrong on many angles.
I think G's view makes sense. If you're reaping the benefits of being tall then use it to focus on other things. Railroading the game down one line with endless benefits is boring, and I see a lot of people here that want their chosen strategy to remain a railroad.
I have every specialist worked, and there are 2 other cities which overlap on tilespace. Look again at my picture I posted, everything that isn't a farm is being worked already, the only things not being worked are farms.Not necessarily. You can put your citizens on non food workplaces, gaining more yields than just food.
I actually just produced a great admiral 5 turns earlier, and I am paying 30g each for 3 luxuries: brazilwood, pearls and salt. That is why my GPT is so low for Industrial. Doesn't matter though, because each luxury only gives 1 happiness.By the way, @pineappledan, can't you produce some great admiral (discovery voyage) or great musicians (concert tours)? Are you able to trade for more luxuries? Conquer them in the worst case? Can you ally city states with unique luxuries? Any city state quest grants happiness out there? Maybe too late but, have you chosen a religion that helps with happiness (Pacifism seems mandatory)? Maximizing happiness from the policies you've chosen?
My biggest issue is that there are a few civs explicitly rewarded for going tall (india, China), and the mechanics are punishing that playstyle. This renders certain civs unplayable in their main strategy, so all you can do is use their unique abilities as an excuse to not focus on those aspects of the game at all.Yeah I'm not in favor of punishing growth so heavily. That's one of Tall's strengths and making it a weakness seems wrong on many angles.
Well, I think I've pretty much maxed out crime anyways, so it wouldn't matter. I have the Red Fort in my capital, and even that couldn't save me. I am playing with 4UC, so the extra production towards castles and conversion of city defense into culture was my main concern, yeah. I think it's actually having a large effect on boredom, more than crime.To be honest Fealty wasn't such a bad idea now that I think about it. With Statecraft he'd be getting pretty much the same food in the capital at this point (though also other yields to lower other stuff, but then he'd have WAY higher Crime as well) so he'd have the same population anyway, also around 10, and if he's using his 4UC mod he's also getting free Culture because of CS.
I have every specialist worked, and there are 2 other cities which overlap on tilespace. Look again at my picture I posted, everything that isn't a farm is being worked already, the only things not being worked are farms.
I actually just produced a great admiral 5 turns earlier, and I am paying 30g each for 3 luxuries: brazilwood, pearls and salt. That is why my GPT is so low for Industrial. Doesn't matter though, because each luxury only gives 1 happiness.
Everyone is trying to figure out what my problem is when I have already, very clearly stated what my problem is: I am averaging 1.4on 327
. If I was playing vanilla civ I would have 60
. I have 6 bonus
from an ultra-high population, which is not how the system was described. This current bonus happiness scaling on population is a damned joke. luxuries don't do anything in this version, so you may as well go in and set the happiness per lux to 2-3 just so it's playable.
@Gazebo, is it normal that the happiness bonus from luxury is not multiplied by the number of luxuries? Or should we open a Github issue?I've noticed the same about luxuries, it's 1 for each and then there's a weird bonus that exists independently of the luxuries. Doesn't matter how many you have, only the population counts when this strange bonus is considered. At this point why is this said to be related to luxuries when it has little to no relation to them in any way, shape or form? This is just happiness you get from your population number that also somehow counts in the amount of cities you own, it has absolutely nothing to do with luxury resources. I don't know if you even need to have 1 luxury for the bonus to start existing because I think I once got a popup saying I got +1 happiness from luxuries when I had none.
@Gazebo, is it normal that the happiness bonus from luxury is not multiplied by the number of luxuries? Or should we open a Github issue?
Maybe it’s a bug?
I dont think so.... You have 14 cities, as I remember correctly, every additional city decrease the value of a luxury lineary.I am averaging 1.4per luxury on 327
This sounds like a bug, yep.
I dont think so.... You have 14 cities, as I remember correctly, every additional city decrease the value of a luxury lineary.
If you had have only 7 cities, your luxuries would be worth 2.8 happiness.
(Luxury Rank * Number of luxuries ) / (Number of cities * 0.25)
There is definitly a bug with "tithes" belief. You only get 20 + 1 gold for every city.... instead of 10 gold for every city for the first religioius conversion.
Pineappledan has a point. India's main schtick has always been growing more tall cities than anyone else