Hey everyone, so one thing has been bugging me these past few versions, and that is the fact that the amount of specialists in a city is capped by the amount of excess happiness in a city. This has caused a few problems for me: One thing is that it kills early Specialists in a city and forces you to work tiles instead. Unless you get a bunch of Quarries/Mines, this usually means working tiles that have some . This only exacerbates the problem however because more means more citizens working more tiles. There is no outlet to put excess population! Spoiler Working a Plains Tile : Spoiler Working a Forest : Working a Forest gives me 1 less Distress than otherwise, which would push me to want to work the Forest. However my city is a decent enough size, I am already working 4 forests (I picked Goddess of Renewal, so that's why I want my city to work 4 Forests) and my Spices. What I would want to do here, would be to work the Merchant, to slow down Growth naturally for a bit and be able to relieve 1 Poverty. It still wouldn't be a total no-brainer to always work Specialists because the 1 urbanization cancels out the 1 Poverty, so if you do have good tiles, you would prioritize them first for that reason. But I can't do this and instead I am likely going to work the Forest and press Avoid Growth. I don't like being forced to work tiles/press Avoid Growth but what am I to do here? Also working the tile with more to avoid unhappiness while on Avoid Growth feels wrong. This also totally screws over certain strategies. What if I'm playing Celts and I've taken the "+3, and from cities working Specialists" pantheon? This pantheon is useless now because your cities will be too unhappy to rush Markets/work Merchants. Babylon's Walls are basically impossible to use early on outside the Capital. Why would anyone want to take Asceticism? is heavily nerfed because you more or less need to use Specialists now. This mechanic is the main reason, to me, why Artistry is currently very powerful, and Fealty kind of meh, because the 2 free Specialists are often a life-saver that allow you to work any Specialists. It's a huge advantage that throws off policy balance-Statecraft/Fealty should also be allowed to work Specialists, it should just come with a cost (Urbanization), while for Artistry it's a constant. The main schtick of the +3from Monastery to me used to be to allow me to work a Scientist, which combined with the base +3, would power my Science. What exactly is the point of that +3 now? Even growing to work more mines is probably a bad idea, because more unhappiness will weaken your unit , and that University is worth less when you can't work the Scientist in it. We now have a lot of free Specialists to blunt the impact-if we want less late-game Specialists, why not remove some free specialists from buildings (eg. Workshop, one less free Specialist on Factories, remove the Plant specialists). Why bother with trade routes if these won't afford you the ability to at least work Specialists? To grow to work a Forest? A trade route is infinitely better. The last thing is, why? Why exactly does this feature exist? 1 per Specialist, combined with high from Growth, combined with high Specialist cost, does a good enough job at discouraging overpopulation IMO. Happiness is also self-regulating, because kills Growth, so you can't really go "Screw , I'm just going to grow as much as I can!" anyway. This current feature is not self-regulating however, you can end up growing out of control because there is no sink because the unhappiness forces you to not work Specialists. With the current very high values of Distress, > , it's already been this way for a long time but now I think heavy cities are really really bad and I think we should get rid of the Specialist cap to at least help out a bit on this front.