Doc Tsiolkovski
Deity
Good, post; I agree with everything.
Example: A city makes 20 raw uncorrupted commerce.
10% Science = 2 beakers.
10% Lux = 2 happy faces.
Now, everyone would build a Library, to end with 3 beakers at 10 Science. And the Bazaar etc works exactly like that - 3HF @10% Lux.
I don't build the wonder, and I even try to avoid capturing it. In a OCC game, the Slave Trade is great for the Colossus effect.
I do build Slave Markets frequently - but I need to be able to seel them once it gets too ugly.
Note the "Increase unhappiness effect" of wonders does work cumulative - with several of those, you can end with up to 50% "Some improvements in the city are annoying" in larger cities...
The Library analogy is the correct one.The key in RaR is that when happiness becomes a problem, you need to set your Luxury slider at least on 10%. Coming from vanilla Civ3, I had rarely used my Lux slider at all; in RaR, it is very useful. As another recent post pointed out, certain improvements (Bazaar, Marketplace, etc.) increase the Luxury output in a city by 50%; it works exactly like a Library does for Science, or a Forge does for shields.
Example: A city makes 20 raw uncorrupted commerce.
10% Science = 2 beakers.
10% Lux = 2 happy faces.
Now, everyone would build a Library, to end with 3 beakers at 10 Science. And the Bazaar etc works exactly like that - 3HF @10% Lux.
I don't build the wonder, and I even try to avoid capturing it. In a OCC game, the Slave Trade is great for the Colossus effect.
I do build Slave Markets frequently - but I need to be able to seel them once it gets too ugly.
Note the "Increase unhappiness effect" of wonders does work cumulative - with several of those, you can end with up to 50% "Some improvements in the city are annoying" in larger cities...