New Version - February 27th (2/27)

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Gazebo

Lord of the Community Patch
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Hey all,

New version inbound. Smaller changes and tweaks here, mainly just cleaning up loose ends and tightening AI behavior. Changelog:

  • General
    • Smaller bugfixes and CTD fixes
    • Sizable adjustments to Diplo AI, specifically AI sensitivity to approaching VCs, capitulation during war, and DOF/DP/Enmity evaluation
    • AI performance improvements
    • Big improvements to AI citizen selection criteria, including more strict rules on specialist selection for city focuses (always a work in progress)
  • Balance
    • General
      • Increased food cost growth threshold exponent slightly
      • Increased happiness threshold additions from population and tech by about 15%
    • Quests:
      • Modified quest reward values - greatly reduced randomness value, and increased base values to compensate
      • Faith contest - now measures the number of followers of each religion, and the largest religion wins (so it's a 'team' contest of religions versus each other)
      • Fixed bug that was keeping the route quest from triggering
    • Techs:
      • Refactored and cleaned up 'fresh/no-freshwater' tech yield changes to all be flat yield increases (see table below)
      • Standardized yields so that each improvement 'type' gets only one type of yield as a bonuses (except holy sites)
        • Shouldn't really change much gameplay-wise, but will clean up the tech tree.
    • Farms:
      • Gain +1f when on Fresh water.
      • Farm base is now +1f on non-fresh, +2f on fresh.
      • Cannot be built on non-flat land.
        • Yes, this will make farm clusters more difficult, however it also helps to define the role of a farm as a flatland improvement. Mines, quarries, pastures, etc. are all your hill improvements. Also helps distinguish the Terrace Farm UI further.
  • Resources:
    • Tea - now just +2 production from improvement (removed food)
    • Citrus - +1 gold base
    • Silver - now a +2c monopoly, +1g from improvement
    • Sugar - -1f base
    • Removed extra production from Desert tiles from last patch
  • Buildings
    • Herbalist - Now: +1f per 2 Jungle/ 2 Forest worked by city. +1p from Camps and Plantations
    • Caravansary/Burial Tomb: removed Connection Gold Bonus, added '+1 food and gold for every 3 desert or 3 tundra tiles worked by city' (2:1 for Burial Tomb)
      • Idea - Caravansaries help make fringe regions hospitable through trade and increasing trade route distance. The small bonuses above should help with this somewhat.
    • Agribusiness now +3 food from farms/pastures (Was +1)
  • Beliefs
    • Hunt - +1f from resources on Tundra added
    • Festivals- now applies on imports as well
  • Policies
    • Exploitation - can upgrade in vassal territory now as well, +1 Production and Food from Camps added
  • Units
    • Increased SS part production cost to 8000, added 5 turn global cooldown for gold purchases
    • Increased Nuke production costs (3.5k for Atomic, 7k for nuclear), added 10 turn global cooldown for purchases for each
    • Scrapping unit rules modified - formerly you couldn't scrap things outside your territory, now the rule is that you can't scrap units that are in danger (i.e. close to an enemy)
    • Increased Mech base moves to 8
    • Fixed missing sight promotion on Bandeirantes, increased scouting yields slightly

Spoiler :
Code:
                    ('IMPROVEMENT_FARM', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FARM', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FARM', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_GUILDS', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_RIFLING', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_GUNPOWDER', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_MINE', 'TECH_STEEL', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_MINE', 'TECH_STEAM_POWER', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_MINE', 'TECH_COMBUSTION', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_STEAM_POWER', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_MACHINERY', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_DYNAMITE', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_CHEMISTRY', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_PLASTIC', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_ECONOMICS', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_COMPASS', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_NAVIGATION', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_REFRIGERATION', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_LUMBERMILL_JUNGLE', 'TECH_METALLURGY', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_LUMBERMILL_JUNGLE', 'TECH_COMBUSTION', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_LUMBERMILL', 'TECH_METALLURGY', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_LUMBERMILL', 'TECH_COMBUSTION', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_WELL', 'TECH_PLASTIC', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_WELL', 'TECH_ELECTRONICS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MOAI', 'TECH_ARCHITECTURE', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_MOAI', 'TECH_ASTRONOMY', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_POLDER', 'TECH_CHEMISTRY', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FEITORIA', 'TECH_ASTRONOMY', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_FEITORIA', 'TECH_PRINTING_PRESS', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_FEITORIA', 'TECH_INDUSTRIALIZATION', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_FLIGHT', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_FLIGHT', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_PRINTING_PRESS', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_BRAZILWOOD_CAMP', 'TECH_PHYSICS', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_BRAZILWOOD_CAMP', 'TECH_RADIO', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_METAL_CASTING', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_FERTILIZER', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_COMBINED_ARMS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_ACADEMY', 'TECH_PHYSICS', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_SCIENTIFIC_THEORY', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_ROCKETRY', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_NUCLEAR_FISSION', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_BANKING', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_RAILROAD', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_ARCHITECTURE', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_REFRIGERATION', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_CHEMISTRY', 'YIELD_SCIENCE', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_MILITARY_SCIENCE', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_STEALTH', 'YIELD_SCIENCE', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_MOBILE_TACTICS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_LANDMARK', 'TECH_SATELLITES', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_LANDMARK', 'TECH_TELECOM', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_ACOUSTICS', 'YIELD_FAITH', 4),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_ARCHAEOLOGY', 'YIELD_CULTURE', 4),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_FLIGHT', 'YIELD_TOURISM', 4);


Online as of 12:45am EST. Not savegame compatible with saves from previous versions.

Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Cheers,
G
 
Looks good.
I like the herbalist change, makes that building useful again and place it between the former performance and the crippled one. Good change.
The Caravansery change looks also nice, the buff to traderoutes was worthless anyway. Is floodplains also considered as "desert" tile? First I thought it might be too strong, but I dont think, it doesnt have that much influence in that state of the game.
Agriculture gives +3 food to all farms looks a bit OP. Why not first +2 food and look how people react?

The most iam worried about is the threshold increase by technology and population. Like you always do, you only increase increase increase. Instead of reduce the additional happiness which would be easier.....
Iam not worried about negative happiness, more about the boredom tourismn modifier which might be can get out of control with too much boredom in your cities, as we know, the AI is now extremly good at aquiring culture.
 
There is still the option to build a stone works for improved amber, even description says, it need other ressources and stone works dont improve amber in any way.
 
Increased happiness threshold additions from population and tech by about 15%
Does this mean more unhappiness? I thought it was in a good place last patch, but I didn't get too many games in.
Agriculture gives +3 food to all farms looks a bit OP. Why not first +2 food and look how people react?
Agribusiness (The building, which was what was changed, to be clear) was determined to be weak at 15% food. I pointed out that it would be even weaker at +1 food on farms and pastures (seemed like what should have been added OVER the 15% food) and I think it would still be weak at +2 food on farms and pastures. We're trying to put it above the power level of 15% food.
 
Dudes, is anyone else's EUI seem bugged the last 2 patches ? Hovering over a resource doesn't give the monopoly information anymore as it used to and there is no more text.

EDIT: Tried using the new beta version of EUI and it was still showing the same thing. Was surprised to see others not having this issue.
 

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Dudes, is anyone else's EUI seem bugged the last 2 patches ? Hovering over a resource doesn't give the monopoly information anymore as it used to and there is no more text.
i had this a while ago, it's not version related. but for the love of G i can't remember how i fixed it :(
 
Looks good.
I like the herbalist change, makes that building useful again and place it between the former performance and the crippled one. Good change.
The Caravansery change looks also nice, the buff to traderoutes was worthless anyway. Is floodplains also considered as "desert" tile? First I thought it might be too strong, but I dont think, it doesnt have that much influence in that state of the game.
Agriculture gives +3 food to all farms looks a bit OP. Why not first +2 food and look how people react?

The most iam worried about is the threshold increase by technology and population. Like you always do, you only increase increase increase. Instead of reduce the additional happiness which would be easier.....
Iam not worried about negative happiness, more about the boredom tourismn modifier which might be can get out of control with too much boredom in your cities, as we know, the AI is now extremly good at aquiring culture.

Increase was the right call. Sometimes increases are the right thing to do. I know what I’m doing.

There is still the option to build a stone works for improved amber, even description says, it need other ressources and stone works dont improve amber in any way.

Amber is a quarry resource.

Does this mean more unhappiness? I thought it was in a good place last patch, but I didn't get too many games in.

Agribusiness (The building, which was what was changed, to be clear) was determined to be weak at 15% food. I pointed out that it would be even weaker at +1 food on farms and pastures (seemed like what should have been added OVER the 15% food) and I think it would still be weak at +2 food on farms and pastures. We're trying to put it above the power level of 15% food.

Yes, unhappiness increase. AI was rocking 50-60 happiness in late game consistently. Trivialized end game somewhat.
 
Dudes, is anyone else's EUI seem bugged the last 2 patches ? Hovering over a resource doesn't give the monopoly information anymore as it used to and there is no more text.

EDIT: Tried using the new beta version of EUI and it was still showing the same thing. Was surprised to see others not having this issue.

i had this a while ago, it's not version related. but for the love of G i can't remember how i fixed it :(

Does hovering during 10s on the ressource help ? If yes, its just that the delay for "expanded infos" has been reset to its initial value (you can change it in menu->option->interface)
 
Dudes, is anyone else's EUI seem bugged the last 2 patches ? Hovering over a resource doesn't give the monopoly information anymore as it used to and there is no more text.

EDIT: Tried using the new beta version of EUI and it was still showing the same thing. Was surprised to see others not having this issue.

This is controlled by the "No Basic Tooltip Help" interface option. It seems to cache the info so you probably need to reload the game to see the effect.

Personally, I don't think the monopoly info should depend on that setting, which usually just makes things wordier rather than changing the information provided.
 
Great changes overall. I was waiting to start a new game until this update came out. Glad it's here!
 
Increase was the right call. Sometimes increases are the right thing to do. I know what I’m doing.
This only leads to even bigger swings in happiness. Luxuries already feel kinda worthless to compensate unhappiness. Some patches ago I had to use all my luxuries to compensate the unhappiness by one city. And those tenets with +1 happiness to every city is also kinda worthless if your happiness swings around +/-20.

Amber is a quarry resource.
How would be this, stone works improves every quarry by +1 gold (like forge does +1 hammer for every mine) and improved luxuries get a bit less . Else, this building is only one gold for one hammer trade.

Yes, unhappiness increase. AI was rocking 50-60 happiness in late game consistently. Trivialized end game somewhat.
So... the only solution to decrease to much happiness is to increase unhappines? Why isnt decreasing happiness sources a solution?
 
Hey all,
Code:
                    ('IMPROVEMENT_FARM', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FARM', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FARM', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_GUILDS', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_RIFLING', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_CAMP', 'TECH_GUNPOWDER', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_MINE', 'TECH_STEEL', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_MINE', 'TECH_STEAM_POWER', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_MINE', 'TECH_COMBUSTION', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_STEAM_POWER', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_MACHINERY', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_QUARRY', 'TECH_DYNAMITE', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PASTURE', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_CHEMISTRY', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_PLASTIC', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_PLANTATION', 'TECH_ECONOMICS', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_COMPASS', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_NAVIGATION', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FISHING_BOATS', 'TECH_REFRIGERATION', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_LUMBERMILL_JUNGLE', 'TECH_METALLURGY', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_LUMBERMILL_JUNGLE', 'TECH_COMBUSTION', 'YIELD_GOLD', 1),
                    ('IMPROVEMENT_LUMBERMILL', 'TECH_METALLURGY', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_LUMBERMILL', 'TECH_COMBUSTION', 'YIELD_PRODUCTION', 1),
                    ('IMPROVEMENT_WELL', 'TECH_PLASTIC', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_WELL', 'TECH_ELECTRONICS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MOAI', 'TECH_ARCHITECTURE', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_MOAI', 'TECH_ASTRONOMY', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_POLDER', 'TECH_CHEMISTRY', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_CIVIL_SERVICE', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_FERTILIZER', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_TERRACE_FARM', 'TECH_ECOLOGY', 'YIELD_FOOD', 1),
                    ('IMPROVEMENT_FEITORIA', 'TECH_ASTRONOMY', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_FEITORIA', 'TECH_PRINTING_PRESS', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_FEITORIA', 'TECH_INDUSTRIALIZATION', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_FLIGHT', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_FLIGHT', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_CHATEAU', 'TECH_PRINTING_PRESS', 'YIELD_CULTURE', 1),
                    ('IMPROVEMENT_BRAZILWOOD_CAMP', 'TECH_PHYSICS', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_BRAZILWOOD_CAMP', 'TECH_RADIO', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_METAL_CASTING', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_FERTILIZER', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_MANUFACTORY', 'TECH_COMBINED_ARMS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_ACADEMY', 'TECH_PHYSICS', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_SCIENTIFIC_THEORY', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_ROCKETRY', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_ACADEMY', 'TECH_NUCLEAR_FISSION', 'YIELD_SCIENCE', 3),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_BANKING', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_RAILROAD', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_ARCHITECTURE', 'YIELD_FOOD', 2),
                    ('IMPROVEMENT_CUSTOMS_HOUSE', 'TECH_REFRIGERATION', 'YIELD_GOLD', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_CHEMISTRY', 'YIELD_SCIENCE', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_MILITARY_SCIENCE', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_STEALTH', 'YIELD_SCIENCE', 2),
                    ('IMPROVEMENT_CITADEL', 'TECH_MOBILE_TACTICS', 'YIELD_PRODUCTION', 2),
                    ('IMPROVEMENT_LANDMARK', 'TECH_SATELLITES', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_LANDMARK', 'TECH_TELECOM', 'YIELD_CULTURE', 2),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_ACOUSTICS', 'YIELD_FAITH', 4),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_ARCHAEOLOGY', 'YIELD_CULTURE', 4),
                    ('IMPROVEMENT_HOLY_SITE', 'TECH_FLIGHT', 'YIELD_TOURISM', 4);
What are the changes to the other unique improvements: Eki, Encampment, Kasbah, Kuna?
 
So... the only solution to decrease to much happiness is to increase unhappines? Why isnt decreasing happiness sources a solution?
Because its easier. For unhapinness, if you want to increase/decrease by 15%, or even 1%, you can do it easily.
For happiness, a lot of the sources come from bonus that need to be integers, so you can't "nerf them a little" or "buff them a little". (except happiness from luxuries, but nerfing it does not fell right).
 
What are the changes to the other unique improvements: Eki, Encampment, Kasbah, Kuna?

No changes there - they are just in the table.

So... the only solution to decrease to much happiness is to increase unhappines? Why isnt decreasing happiness sources a solution?

Because they aren't the issue? If a large city is producing zero unhappiness from crime/poverty/boredom etc. in the 1900s, that's indicative of a curve not matching potential. Removing happiness sources won't alter that.

G
 
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