I just think %Food is more interesting than %Growth
I agree, and it would Work fine with the happiness system, where a food increase would benefit your empire counteracting unhappiness, making a link to the happiness system.
I just think %Food is more interesting than %Growth
Tradition is wide and gives its main benefits in the short term. Liberty is tall and give its main benefits in the long term.
Correction: unskilled landless agricultural labourers, unemployed during the flood season, that had to perform corvée.
Lord Tirian, thanks for the input, glad to have someone aboard the idea.
My second take inspired by yours:
Conquest v0.3
Opener: Bonus +33% vs. Barbarians, encampment notifications and culture for barbarian units killed and for each conquered city.
Feudalism: Garrisons in occupied cities reduce that city's unhappiness from occupation by 30%, garrisoned puppeted cities gain +25% gold.
Collectivism: Free settler and -1 unhappiness for each city. Requires Feudalism. (I'm ok with a free settler, I just really dislike making settler training easier. Plus like you said, we need something to help with the empire size happiness.)
Discipline: Units gain +10% strength when adjacent to a friendly unit, and units with less than half of their health fight as if they had 50% of their strength. (Worker training is something I want to move to "wisdom")
Military Caste: Military unit maintenance -25%. A free ranged unit spawns with new settled cities. Requires Discipline.
Warrior Code: A Great General appears outside your capital. Population reduction from city capture is reduced to 25%. Requires Military Caste.
Finisher: Cities increase the culture cost of policies by 33% less than normal. Whenever you conquer a civilization's capital, start a Golden Age. Great Generals can be purchased with faith at the Industrial Era.
Funak, food is more "interesting" because it's more powerful. Something powerful should not be in an early tree unless it is a long-term benefit that accrues slowly. Food is an immediate benefit that accrues immediately. Growth is slower to ramp up as you need higher surpluses over time..
Just a minor note, wasn't the whole idea with the new happiness system to move away from general - unhappiness? Atleast word it as -X% expansion unhappiness (honestly no idea how much that is, think it's 1 base)Collectivism: Free settler and -1 unhappiness for each city. Requires Feudalism. (I'm ok with a free settler, I just really dislike making settler training easier. Plus like you said, we need something to help with the empire size happiness.)
I only put the worker rate improvement there, because Discipline is very lacking in peacetime, same with Feudalism. If "Conquest" gobbles up Liberty's "wide" bonuses, it needs something that helps there in the policies after the opener (though I'm aware that I moved the free settler away from that, because I think that's one of the very good ones that are a nice reward for going deeper).Agreed I'd rather leave the worker rate improvement in "liberty".
-- Reduces specialist unhappiness in cities by a set amount, either in capital or in all cities.
ALTER TABLE Policies ADD COLUMN 'NoUnhappfromXSpecialists' integer default 0;
ALTER TABLE Policies ADD COLUMN 'NoUnhappfromXSpecialistsCapital' integer default 0;
-- % reduction to city threshold for happiness sources (policies) - Values should be negative to be good!
ALTER TABLE Policies ADD COLUMN 'PovertyHappinessMod' integer default 0;
ALTER TABLE Policies ADD COLUMN 'DefenseHappinessMod' integer default 0;
ALTER TABLE Policies ADD COLUMN 'IlliteracyHappinessMod' integer default 0;
ALTER TABLE Policies ADD COLUMN 'UnculturedHappinessMod' integer default 0;
ALTER TABLE Policies ADD COLUMN 'MinorityHappinessMod' integer default 0;
-- % reduction to city threshold for happiness sources in Capital (policies) - Values should be negative to be good!
ALTER TABLE Policies ADD COLUMN 'PovertyHappinessModCapital' integer default 0;
ALTER TABLE Policies ADD COLUMN 'DefenseHappinessModCapital' integer default 0;
ALTER TABLE Policies ADD COLUMN 'IlliteracyHappinessModCapital' integer default 0;
ALTER TABLE Policies ADD COLUMN 'UnculturedHappinessModCapital' integer default 0;
ALTER TABLE Policies ADD COLUMN 'MinorityHappinessModCapital' integer default 0;
-- Reduce the Unhappiness Threshold for Puppeted Cities. Value should be negative to be good.
ALTER TABLE Policies ADD COLUMN 'PuppetUnhappinessModPolicy' integer default 0;
<!-- Allows you to define any building to be given to any # of cities by any policy. -->
<Table name="Policy_FreeBuilding">
<Column name="PolicyType" type="text" reference="Policies(Type)"/>
<Column name="BuildingClassType" type="text" reference="BuildingClasses(Type)"/>
<Column name="Count" type="integer"/>
</Table>
<!-- Allows a building to change plot values (i.e. Mountains) -->
<Table name="Building_PlotYieldChanges">
<Column name="BuildingType" type="text" reference="Buildings(Type)"/>
<Column name="PlotType" type="text" reference="Plots(Type)"/>
<Column name="YieldType" type="text" reference="Yields(Type)"/>
<Column name="Yield" type="integer" default="0"/>
</Table>
The effect is the same as ToA if it is 10% food (and we can discuss changing that in the wonders thread if necessary).