[GS] "Yields per population" mechanic idea

kotpeter

Warlord
Joined
Sep 28, 2017
Messages
140
Location
BY
Right now every citizen grant 0.5 science per population and 0.3 culture per population. It's a "passive" gain, it's granted on top of all tiles' yields your citizens are working.

The reason I'm suggesting to rework this a bit is to provide more flexibility and reward for growing more population. It would be much better if we could have some way to influence on what yields are produced by citizens to specialize citizen towards particular situation or win condition.

Here's how I propose to convert current hard-coded yields into a more flexible entity:
-- Convert 0.5 science/pop and 0.3 culture/pop into abstract points. Let's call them "Reform points" from now on;
-- The suggested conversion rate is 1 point = 0.125 science or 1 point = 0.1 culture.
-- With proposed conversion rates, 0.5 science and 0.3 culture are converted into 7 reform points.
-- Players are allowed to spend these points for science or culture to create a different proportion. For example, I can have 0.25 science and 0.5 culture per population if I spend 2 points on science and 5 points on culture.
-- Some restrictions may apply (e.g. at least 1 point must be spent on science and culture, the rest 5 are up to player's decision).

Besides the flexibility, this system allows to build another mechanics or enhancements on top of it.
Some ideas to consider:
-- Reform points can be spent on other yields (e.g. 1 point = 0.4 gold per pop or 1 point = 0.2 faith per pop);
-- Every government tier can increase maximum number of points by 1 or 2;
-- Certain governments can apply some bonus points towards specific yields (e.g. exploration could provide bonus point towards gold per pop; theocracy -- faith per pop (the way it does now, but converted to reform points), etc.) It could also be used to buff certain underused governments a little bit;
-- The game can track yields' gain from reform points and treat it as a population ideology, which makes people more specialized (if lots of reform points had been invested in science throughout the game, it would've started affecting Campus specialist yields and great scientist points).

Let me know what you think!
 
Last edited:
It seems like it would be more straight forward to add some population specific policy cards that you could swap in and out depending on the yields you want your citizens producing.
 
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