Ita Bear
Warlord
- Joined
- Dec 8, 2020
- Messages
- 289
Hello folks,
I love how in Old World most mechanics seem to translate well to a (relatively) realistic empire-building experience. I improve my cities' infrastructure through projects. I invest in my industries via specialists, who reward me with improved yields. I supply my cities with cattle, fish and crops and they grow faster. I gift my cities to vassal families so that we can grow a (hopefully) mutually beneficial relationship.
Discontent though is the odd factor out here. I simply don't understand what it's modeled after and I don't think it's a realistic representation of unhappiness in cities. In Old World, every city is a ticking time bomb that, given enough time, will revolt due to anger. No matter how much food a city has or how many specialists it provides or how well protected it is, the city will grow unhappier. We can slow the process, but as of yet I haven't found a way to stop it. This means that the city is guaranteed to revolt and become furious eventually.
I understand the gameplay implication; cities should be well managed so that their benefits outweigh the steadily increasing penalties through discontent. It just seems like one of the few mechanics in OW that is punishment for punishment's sake and I'm curious what the inspiration or thinking behind the mechanic is.
What are your thoughts on the discontent mechanic?
Kind regards,
Ita Bear
I love how in Old World most mechanics seem to translate well to a (relatively) realistic empire-building experience. I improve my cities' infrastructure through projects. I invest in my industries via specialists, who reward me with improved yields. I supply my cities with cattle, fish and crops and they grow faster. I gift my cities to vassal families so that we can grow a (hopefully) mutually beneficial relationship.
Discontent though is the odd factor out here. I simply don't understand what it's modeled after and I don't think it's a realistic representation of unhappiness in cities. In Old World, every city is a ticking time bomb that, given enough time, will revolt due to anger. No matter how much food a city has or how many specialists it provides or how well protected it is, the city will grow unhappier. We can slow the process, but as of yet I haven't found a way to stop it. This means that the city is guaranteed to revolt and become furious eventually.
I understand the gameplay implication; cities should be well managed so that their benefits outweigh the steadily increasing penalties through discontent. It just seems like one of the few mechanics in OW that is punishment for punishment's sake and I'm curious what the inspiration or thinking behind the mechanic is.
What are your thoughts on the discontent mechanic?
Kind regards,
Ita Bear