New Version - May 19th (5-19)

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@Gazebo If I have a specialist and no remaining happiness, get rid of the specialist (so reduce by one urbanisation), but as a consequence of not working that specialist unhappiness from needs increase by 1, does that mean I am not able to put the specialist back? Or does the limit on number of specialists take in account the unhappiness reduction from working the specialist?

In that very specific case, removing the specialist and incurring the penalty would limit your ability to put the specialist back, yes.

There is also an 'end of turn' check that fires for every city and 'validates' your specialists. If your city has urbanization unhappiness and has a negative happiness delta, it strips the specialist(s) out until you are out of non-free specialists or your city is happiness neutral.

G
 
5-19-2 posted, fixed the merge errors. Savegame compatible.
How does this ui change from specialists impact the improved city view mod tho
 
Okay, I hate to be one of those armchair theoreticians, but unless happiness has been made a hell of a lot more lenient (it hasn’t), doesn’t locking specialists in unhappy cities just lock some specialists out entirely? For instance, a significant portion of total :c5science:/:c5culture: is generated through specialists, so if you are locked out of using scientists/WAMs because your city is :c5unhappy:illiterate/bored, doesn’t that just lock that city out? Having a bad unhappiness shock, like 2+ trade routes/tiles being pillaged, or a big :c5food: event could freeze out a guild city, and that’s seriously going to hamper :c5culture:CVs. Am I missing something?
 
Okay, I hate to be one of those armchair theoreticians, but unless happiness has been made a hell of a lot more lenient (it hasn’t), doesn’t locking specialists in unhappy cities just lock some specialists out entirely? For instance, a significant portion of total :c5science:/:c5culture: is generated through specialists, so if you are locked out of using scientists/WAMs because your city is :c5unhappy:illiterate/bored, doesn’t that just lock that city out? Having a bad unhappiness shock, like 2+ trade routes/tiles being pillaged, or a big :c5food: event could freeze out a guild city, and that’s seriously going to hamper :c5culture:CVs. Am I missing something?

Free specialists don't play by those rules.

G
 
That allays the main problem for CVs; a garden/workshop can give the 4 specialists slots needed for a 2 guild city. My second problem with this is increased difficulty in filling specialists slots wasn’t accompanied by any increase in their value. If specialists are such a precious commodity, why aren’t their yields better? It seems like wonders are going to start doing more of the lifting for :c5greatperson:GP generation, unless something is done to make specialists’ scarcity and limitations justified.

Edit: also, this mechanic is a HARD Korea nerf
 
That allays the main problem for CVs; a garden/workshop can give the 4 specialists slots needed for a 2 guild city. My second problem with this is increased difficulty in filling specialists slots wasn’t accompanied by any increase in their value. If specialists are such a precious commodity, why aren’t their yields better? It seems like wonders are going to start doing more of the lifting for :c5greatperson:GP generation, unless something is done to make specialists’ scarcity and limitations justified.

Edit: also, this mechanic is a HARD Korea nerf

It mainly affects players who go wide or conquering, tbh. Smaller civs still have happiness to spare for specialists and GAP.

G
 
I can say that the new happiness is quite good. It encourages careful expansion. 50% feels like a good threshold for city flipping. It does not feel too harsh or too forgiving. Early game becomes more interesting as land-grabbing become a more important decision than in previous version. The trade off between productive cities and denying opponents is a nice touch.

Though, the governor AI isn't particularly helpful. When happiness is below 50%, completely stopping population growth, cities still work on farms. Also, I have a really hard time gathering gold despite my cities can potentially produce a lot of gold, it just won't switch to a more desirable focus.
 
What is city flipping? I don't think I've ever seen it happen before. Does it mean a city reverting to its owner? What about cities you've founded? What happens to them?
 
Anyone running into issues with wonders even with the hotfix? After building any wonder, all the following wonders cost 1 production (all my testing done with Spain).
Is "wonder cost increased bugged #5385" on github about this issue? don't want to open a duplicate.

EDIT: Thanks Txurce, seems I missnamed a file and had installed the non hotfixed version again, how shameful
 
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Anyone running into issues with wonders even with the hotfix? After building any wonder, all the following wonders cost 1 production (all my testing done with Spain).
Is "wonder cost increased bugged #5385" on github about this issue? don't want to open a duplicate.

No, the hot fix fixed it.
 
What is city flipping? I don't think I've ever seen it happen before. Does it mean a city reverting to its owner? What about cities you've founded? What happens to them?

They become City-States.
 
IIRC they can also flip to another civ directly, can't they? I think that can happen if the other civ is exerting ideological pressure on you.

Sorry, I was unclear.

If the flipped city had an original owner that isn't you, it will revert to the original owner (which can resurrect players, if necessary).

If not, the civilization that has the most ideological pressure on you will get the city.

If no civs are exerting ideological pressure on you, the city will turn into a City-State.
 
In my experience you can't naturally force someone to fall below 50%, unless ideologies are available. With war weariness its possible but it also hurts you, so it is ruled out. Expansions, players will be more likely to over-expand due to underestimating their empire stability, or having a strong desire to land-grabbing. With ideologies though, I don't think AI will let their cities flipped. They can always change ideology when the pressure is too high. After all, the main purpose of city-flipping isn't generating new nations, it is to limit over-expanding by collapsing your empire..
 
With wars that you are winning, you can certainly drop the enemy below 50%. WW is just part of the pain. Pillage their luxuries and they lose that form of happiness. Pillage roads and isolation becomes an issue. Pillage food tiles and famine starts settling in. You don't need Ideology and I certainly wouldn't rule wars out if you want the hurt the AI badly. Drag the war out so the AI loses cities without you getting warmonger penalty might be more viable now with the change to 50%.
 
In my experience you can't naturally force someone to fall below 50%, unless ideologies are available. With war weariness its possible but it also hurts you, so it is ruled out. Expansions, players will be more likely to over-expand due to underestimating their empire stability, or having a strong desire to land-grabbing. With ideologies though, I don't think AI will let their cities flipped. They can always change ideology when the pressure is too high. After all, the main purpose of city-flipping isn't generating new nations, it is to limit over-expanding by collapsing your empire..
Exactly. Some players hate to see their hard conquered cities go away, but it is a relieving valve for over expansion, so you can take a few of your neighbors cities, let unhappiness turn them into city states and enjoy that safe buffer, where you no longer share a border with that neighbors. Meanwhile your units got some combat experience and your neighbors are weakened.
 
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