ozqar
King
Canadian mounted police would be offended. And other mounted police too.And the entire cavalry line should be outdated with the digital age.
I like this general idea though!
Canadian mounted police would be offended. And other mounted police too.And the entire cavalry line should be outdated with the digital age.
On inflation, the root of it lies in how commerce grows polynomially throughout the game, while most forms of upkeep cost grow linearly throughout the game. As technology improves, cities have better commerce modifiers across the board, leading to a compounding effect for income growth. While as I explained before, city and civic upkeep grow in relation to population, the amount of commerce produced by one point is much higher late in the game. Likewise, one unit will always cost one gold per turn, and while the number of units grows as the game progresses, this growth in number is in no proportion to the growth of income.
Inflation costs are always a percentage of your income, and this percentage grows over time, so there are additional costs to account for how overall upkeep costs make up a smaller percentage of your overall income.
When coming up with your interpretation, you are making the assumption that "commerce" is a property of capitalism, which is unfounded. Commerce in the game is an abstract representation of all forms of economic activity, including agriculture. Commerce is a property of all periods of human history, and periods of economic prosperity will lead to greater stability while periods of economic decline will lead to instability. I don't really follow the assertion that this is a phenomenon unique to history under capitalism, which is a very recent development. For example, recount instability in the Roman Empire or the effects of economic contraction in various Chinese dynasties. You are right to point out that food shortages are often interrelated with these economic crises, but as I pointed out this relationship is already represented in how food is correlated with population which is correlated with commerce.
Another important concern here is that food production is a very clear function of the terrain surrounding a city, and it will usually gradually grow as the population grows to both consume and produce it. There is very little to do to improve food production besides the obvious tile improvements and population growth. Which means once the optimal population level for a city has been reached, there will be no growth in food production anymore, and little available action to improve this. Likewise, very few events in the game will disrupt food production. In conclusion, there is very little variance in food production, making it uninteresting as an economic indicator in stability, and where it is this is already captured in commerce. Contrast this with commerce, where buildings, technologies, variance between specialists and cottages, as well as cottage growth, can influence the commerce that is produced independently of population growth.
This. At the start of some games, I garrison a Spearman in the capital. Then I have the tech for the upgrade to Heavy Spearman, then for Pikeneer, then for Firearms and eventually Infantry. Okay, at some point I will sacrifice the most outdated units as statistics-fodder in unwinnable fights (still doing the save-reload routines), but a Longbow garrison has no business protecting cities in the late game.
My suggestion: If a unit is two times outdated (e.g. a Spearman when you have the Company tech and could build Pikeneers), then it's no longer seen as a valid garrison in the cities. Just like the Scout/Explorer or the siege units. And the entire cavalry line should be outdated with the digital age.
Canadian mounted police would be offended. And other mounted police too.
I like this general idea though!
I thought it was very close to that, especially when you think that vanilla Hereditary Rule (and DoC Monarchy) allows garrisons to increase happiness. That happiness is not the citizens being really happy about the troops, but the troops preventing riots and unrest. Sure, archers and swordmen wouldn't be able to enforce order upon modern day people, but cavalry armed with guns surely would.The garrison is, I believe, not the military police charged with preventing unrest.
I think you're overthinking this. Abstraction exists. Words mean different things in different contexts. It's fine.
int CvCity::getNoMilitaryPercentAnger() const
{
int iAnger;
iAnger = 0;
if (getMilitaryHappinessUnits() == 0)
{
iAnger += GC.getDefineINT("NO_MILITARY_PERCENT_ANGER");
}
//KNOEDELstart
else
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
int iGarrison;
iGarrison = 0;
pUnitNode = plot()->headUnitNode();
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = plot()->nextUnitNode(pUnitNode);
iGarrison += pLoopUnit->getUnitInfo().getCultureGarrisonValue();
}
if (getPopulation() > iGarrison)
{
iAnger += GC.getDefineINT("NO_MILITARY_PERCENT_ANGER");
iAnger /= iGarrison;
}
}
//KNOEDELend
return iAnger;
}
int CvCity::getNoMilitaryPercentAnger() const
{
int iAnger;
iAnger = 0;
if (getMilitaryHappinessUnits() == 0)
{
iAnger += GC.getDefineINT("NO_MILITARY_PERCENT_ANGER");
}
//KNOEDELstart
else
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
int iGarrison;
iGarrison = 0;
pUnitNode = plot()->headUnitNode();
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = plot()->nextUnitNode(pUnitNode);
iGarrison += pLoopUnit->getUnitInfo().getCultureGarrisonValue();
}
if (getPopulation() > iGarrison)
{
iAnger += GC.getDefineINT("NO_MILITARY_PERCENT_ANGER");
iAnger *= (getPopulation()-iGarrison);
iAnger /= getPopulation();
//iAnger /= iGarrison;
}
}
//KNOEDELend
return iAnger;
}
All this talk about outdated units pacifying civilian populations inspired me to throw together a little modcomp that makes "We demand military protection" unhappiness a bit harder to vanquish.
Here you go.
As of now it's just a proof of concept, I'll probably fiddle a bit more with it before integrating it into Sunset or pull requesting it into DoC if Leoreth likes it.
I don't know that other players think but I think at some point in the game some civs just keep building all the wonders (usually the player), I think adding culture limits and resource conditions were kind of good ideas to restrict this.
but to really solve that I think we should have a some kind of global culture limit as well, if you ever played civ4col you might think this as a version of founding fathers. Basically each wonder would require some amount of global culture to start building, if you reach that threshold and build the wonder this required amount is deducted from your global culture.
We can remove this culture limit for the civs that originally built the wonder, this way civs who built the wonder can have a slight advantage.
I believe this change is kind of required since we included lots of unique wonders for unique locations, like Chateu Frontenac, I don't think we will ever see them built by their original builder with the current mechanic, since they are not usually the tech leader. For example US will usually build Chateu Frontenac instead of Canada etc.