I'd just like to point out that it does become less relevant as you move through the eras, you get access to libraries, public-schools universities and research-labs.So really, while I think that science from population definitely should stay, it should become less relevant as you move through the eras. We're specializing in this day and age because it is necessary to get anything done. We have experts working on grand problems because you need to be an expert these days to be able to have a chance at solving them. So shifting science slowly from a generic yield to a specialist/improvement-based yield makes much more sense than having it be that way from the very beginning.
I'd just like to point out that it does become less relevant as you move through the eras, you get access to libraries, public-schools universities and research-labs.
Also, research isn't necessarily about experts doing experty things, it's a lot of people all over the place doing a whole lot of things. Also modern day experts would hardly translate into scientist specialists, more like a top X% of the population doing scientist stuff. By that I mean if your education standard goes up as time goes on, naturally the number of people 'experts' goes up as well, as does their level of expertise.
But anyway, can we get more opinions on the whole Health thing? I think it's more important for the core issue the thread is about.
I could've sworn academies added more food in later eras/from some tech down the line, but I seem to be misremembering there. That would be a good idea though.We could talk about suggestions for the Academies instead.
Going back to the Health-thing, if it isn't added, an academy could boost growth by maybe 5% in the city that works it?
Another suggestion would be adding culture to it, it makes sense from a cultural perspective.
Another idea would be adding Tourism to it.
The Academy could also get a bonus for being build adjacent to something (maybe a lake?) mostly for luls, but such a restriction already exists for the Town, and I think it works pretty well.
You're talking as if that couldn't be changed. Granary and Grocer can remain food buildings (though Grocer could add both food and health), Aqueduct and Hospital can be health buildings that still have the whole "carry over food" thing.there are clearly some problems with the Health-system, first of all the buildings that would likely boost health are already boosting growth, meaning nothing would really change.
For example, Most likely buildings to boost Health, Granary, Aqueduct, Grocer, Hospital, Researchlab. All those buildings already boost growth by quite a bit.
In a 20 pop city without any buildings would provide you with 20 science per turn, 100% of the science would come from basic population.If anything, they put even more focus on that by adding more science from population. Again, this does make sense with the first... I'd say, two or three buildings, as the complexity of the available problems is comparatively low, so simply providing a basic education is enough to have more people being able to solve them. But it definitely does NOT remove the relevance of having a larger population, when said buildings have scaling science with larger populations.
I disagree completely on that point, but that goes more into social commentary than anything.
Either way, that is exactly what specialists are there to represent though. Which is why I'm saying, shift the focus from "general populace doing their things" to "specialists and experts working in their specific environment" over time, instead of removing one part outright in favor of another.
I wasn't aware towns are restricted by anything, I've been able to put them down wherever I wanted, just like any other GP improvement. I don't think they gain a bonus from anything either, but then I never really pay much attention to them, their yields are already pretty big.
You're talking as if that couldn't be changed. Granary and Grocer can remain food buildings (though Grocer could add both food and health), Aqueduct and Hospital can be health buildings that still have the whole "carry over food" thing.
Besides I don't mind if we shift food production off of buildings a bit. It puts more emphasis on finding "fertile" land and on internal trade routes which is far more realistic.
You're looking at a very small scope of the scenario.Well, you can clearly see the overlapping, meaning my work here is done![]()
In a 20 pop city without any buildings would provide you with 20 science per turn, 100% of the science would come from basic population.
In a 20 pop city with the whole research-line not working any specialists, would provide you with 52 science per turn, 38% of that science would come from basic population.
A scientist specialist would represent a professor doing research at a unversity/school/lab/whatever. Sure they are researching things, but a strong majority of research and invention comes from educated people working in educated fields. A higher population usually means a bigger number of educated people, and improved public education would result in a better educated population, meaning those extra educated people in educated fields would be even smarter.
Restriction, as in you get more yields if you place them on a route (and even more if a trade-route passes over it
I'm going to drop this now, I'd just like to point out that 'actual value' isn't really a thing. Considering how tech-costs increase 20 pop are going to provide even less percent of a tech per turn in research.That's just statistics though. It's a lower percentage from the "pure" population, but the actual value provided remains the same, when it honestly kind of shouldn't.
The main problem isn't really how science is generated in terms of population or specialists, it's that "food production above everything else" strategies usually work much better than other approaches. I think we can limit the viability of this approach without major changes to the general mechanics. Since the happiness system is meant to control how fast we expand, we should improve it by making it limit food output directly, instead of limiting indirectly through population.
My new suggestion is to add the "Urbanization" type of need/unhappiness, which increases as more
citizens work on
food-producing tiles. With that, there's only as much food output you can realistically have without affecting your empire's happiness and its related bonuses.
This can create the following situations:
- a player that prioritizes population growth through food tiles faces reduced productivity in all its cities due to happiness below 10, and inability to provide enough food in a given city without worsening the situation (food insecurity, many examples even today).
- a player deliberatively decides to focus in food-efficiency buildings over allocating more citizens to farms, freeing population for other yields (observed in the later years of the Middle ages).
With that, the "food production above everything else" strategy now depends on your ability to manage your civilization's need for urbanization to work. And, as expected, the player would depend on food-production technologies, specific buildings and certain social policies for that. Food remains the most important yield, but now requires the apropriate effort for its importance.
The more I dwell on this (while on a business trip, mind you!) the more I absolutely adore the idea. It makes a lot of sense, and would really open up strategies quite a bit.
Suddenly the extra science from tile yields, pantheons, early trade routes, and more all become way more valuable. Global literacy rates will stabilize, and the science line of buildings will actually allow for science specialty cities. Science will accrue at rates comparable to the other yields (hundreds, instead of thousands, on average). Academies will be very useful into and past the Renaissance. G