From hokath’s thread on late-game buildings, it’s clear the community wants more city specialization more freedom in what to build, since unhappiness acts like a rubberband in city development, imposing a pressure to have everything in every city. That’s not possible without changing the underlying unhappiness mechanic though.
Since dev time is limited, any change needs to be well thought out and justified first. I doubt a total overhaul is feasible now, so the scope should stay as small as possible, bonus points if it doesn’t require major AI changes.
One idea would be allowing overflow from excess yields to counter unhappiness from lack of other yields. That seems feasible to me, and we already kinda have that with projects converting production. A passive, less-efficient overflow can co-exist with that.
Even this small change needs a lot more thought though: how should yield conversion work? Keep it as a static modifier, or let policies, beliefs, techs, and buildings modify it throughout the game? I'm not a numbers or balance guy, so making this into a fully fleshed proposal is beyond me. I can work on a proof-of-concept modmod if anyone helps me polish this idea though.
This is just one idea, and doesn't have to be the focus of discussion here, if you have anything, shoot.
edit: Changed the framing from specialization to more freedom in what not to build.
Since dev time is limited, any change needs to be well thought out and justified first. I doubt a total overhaul is feasible now, so the scope should stay as small as possible, bonus points if it doesn’t require major AI changes.
One idea would be allowing overflow from excess yields to counter unhappiness from lack of other yields. That seems feasible to me, and we already kinda have that with projects converting production. A passive, less-efficient overflow can co-exist with that.
Even this small change needs a lot more thought though: how should yield conversion work? Keep it as a static modifier, or let policies, beliefs, techs, and buildings modify it throughout the game? I'm not a numbers or balance guy, so making this into a fully fleshed proposal is beyond me. I can work on a proof-of-concept modmod if anyone helps me polish this idea though.
This is just one idea, and doesn't have to be the focus of discussion here, if you have anything, shoot.
edit: Changed the framing from specialization to more freedom in what not to build.
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buildings which are currently less valuable than alternatives, unless you're winning and there are less happiness problems. This ties to the current pro-snowball, anti-underdog needs system, that is a a problem which loorg mentioned, but I'm not sure its fitting to talk about it here. Anyway...
% bonuses don't compound, they're additive, just like almost all % bonuses of any building. So having a single diplomat city doesn't make you build diplomats more efficiently than 2 half-diplomat cities with half of the diplomat buildings. The only 2 specialization ways that work are:
is worth the 1
maintenance. Same with walls, because supply.