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A new mod enters the ring - Introducing "Close to Home"

Ok I understood the message that my idea might be to complicated for that kind of effect and I won't iterate more on that.

civac and T-Hawk already supplied reasons why the unhappiness effect is gone, which I could only repeat.


(January 15th, 2022, 14:39)Miguelito Wrote: How about simple 0.1 to 0.15 hammers per happy face,  straight up? Not worried about a monarchy exploit,  that would mean lots of investment,  and then you don't run US which you kinda want with emancipation.

Good idea, but the problem that I see with it is that numbers must be high enough to give an insentive to take the civic. But at the same time if the numbers go to high the exploit via monarchy becomes possible.

(January 16th, 2022, 18:04)BING_XI_LAO Wrote: What if Emancipation boosted culture defense bonus? Would be thematic from a certain point of view, would it be irrelevant?.

What exactly do you have in mind?

(January 16th, 2022, 19:00)Ginger() Wrote: if we look at the current state of Slavery, Serfdom, Caste, they all either modify tile improvements (Caste/Serfdom) or provide alternate uses for city population (Caste/Slavery). [...]
Other than that, I would suggest some bonus yield to an improvement type like Caste/Serf, but giving stuff to towns encroaches on US and FS turf, and beyond that I'm not sure what improvements are left to be modified.
Maybe the mod could do unlimited slots for Engineers, or additional commerce from mines, but both feel slapped-on ad-hoc.

Or just make it No Upkeep instead of Low?

Unlimited engineers are certainly a possibility, but I agree that it doesn't fit that well.

(January 18th, 2022, 02:15)Mjmd Wrote: 2) each city gets +1f, +1H, +1g. Nothing really improves the actual city tile yields. Maybe even +2 for all? Kind of like this one the best of my 3.

I already thought about that myself there are two problems though.


1. We are all aware of the "cities on plains hill" mechanic (by the way is there any agreed name for that mechanic?). All bonuses for the city have to be considered with that mechanic. So for example if we increase the city tile by +1 hammer most cities would get that except for cities on a plains hill. In short the bonus must be high enough to pass that mechanic. Which leads nicely into...
2. Just +1f, +1h, +1c feels a bit to low to meaningful. Main problem here is that there is no real way to scale the bonus as you can always only have 1 city tile. Increasing that bonus to high also runs into the infinite city sprawl territory.

To that extend I have the following idea:

+X hammers per happy population

This makes use of population somewhat thematic to the other civics in the column. There's also the link to happiness previously present. There's no danger of infinite city sprawl as with that strategy you usually don't have that many tall cities. I don't see an exploit with monarchy as even if you grow big with that civic, you would still need the food and health to do so. Of course this incentivizes to grow cities big, but that incentive was already present on that civic as you want somebody to grow all those cottages to towns anyway. At the time Emancipation comes around you are also in the middle of the renaissance and have some bigger cities already. By the way I would implement it so that X is rounded up so that every city gets at least +1 hammer anyway.
There's only one thing I am certainly afraid of and that would be monarchy paired with one of the food corporations. With that you could grow stupidly large cities. But even then the food provided by corps is not infinite. At the same time similar strategies could already be implemented by using monarchy, caste and a food corp dropping all the extra pop into specialists and I don't see anybody complaining about that.
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(January 18th, 2022, 02:38)civac2 Wrote: Not convinced it needs anything in CTH. Even if Emancipation is subpar, that's not necessarily a problem.

I'm curious as to why you think it doesn't need anything beside the improvement bonus and why it is ok to be subpar?
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The +3 gold per specialist could be interesting. It gives you the option of using Representation specialists even more effectively, or just be a nice small bonus for UniSiffrage builds that might already want to use it.

Charriu, I also like your suggestion about +X hammers per happy population. I am not an expert, but I wouldn't say that is overpowered with a food corp, at least instinctively. You can't run Slavery with it, and as you say a food corp + specialist build is not exactly overpowered now. It also becomes a huge investment to grow cities above a certain size even with a Food Corp (and Monarchy), due to health requirements. I really doubt it would be a major issue.

Also, as far as PB59, two dominant players are already running Emancipation, right? (I might be misremembering this). So maybe it's ok as is? That game is pretty atypical of our normal ones though, so it might be a poor example to use in that sort of argument. I can't imagine ever wanting to use it in PB58 or PB60, which were more typical. So I'd argue it could use a buff of some kind.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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A game option that is weak is not inherently a problem, unlike a game option that is too strong. That's all I meant.

The additional buff to specialists I proposed is also the one I like most of the options discussed so far. A grasland bio farm would then deliver 9 commerce with representation compared to 1 hammer and 7 commerce from a fully powered town. The farm requires 2 citizens for this output which matters for health and sometimes happiness reasons.
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While we're here, how would people feel about a small buff to State Property? Perhaps giving it the 10% hammers back? I'm not sure it has ever been run in a CtH game, and a few have gone long enough.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Well that is the whole point why I'm looking for something new for Emancipation. I wanted to give back the +10% hammers to State Property for the following reasons

- Decreasing synergy between hammer corps and Emancipation (hammer corps are strong enough)
- Making State Property better to justify using it with all corps in play.
- Reducing changelog size
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You have to scale Corps with map size in some fashion and probably ignore traded resource copies. There is no way you can buff State Property enough to be able to compete with Mining on big maps as it stands.
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(January 18th, 2022, 02:58)Charriu Wrote:
(January 16th, 2022, 18:04)BING_XI_LAO Wrote: What if Emancipation boosted culture defense bonus? Would be thematic from a certain point of view, would it be irrelevant?.
What exactly do you have in mind?
I lack the experience to suggest specific numbers because I don't know what would be so weak as to be irrelevant, or too strong. If the culture city def bonus was doubled, what would that play like?
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Largely irrelevant as it can be bombarded off easily enough with ships. Land invasions are practically impossible anyway in the late game.
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(January 18th, 2022, 02:38)civac2 Wrote: Not convinced it needs anything in CTH. Even if Emancipation is subpar, that's not necessarily a problem.

I don't like nerfing Democracy though. It already is skipped often.

(January 18th, 2022, 05:42)Charriu Wrote: Well that is the whole point why I'm looking for something new for Emancipation. I wanted to give back the +10% hammers to State Property for the following reasons

- Decreasing synergy between hammer corps and Emancipation (hammer corps are strong enough)
- Making State Property better to justify using it with all corps in play.
- Reducing changelog size

But above you wrote that you feel that 10% is irrelevant, so does the number need to be increased as well?


(January 18th, 2022, 03:51)civac2 Wrote: The additional buff to specialists I proposed is also the one I like most of the options discussed so far. A grasland bio farm would then deliver 9 commerce with representation compared to 1 hammer and 7 commerce from a fully powered town. The farm requires 2 citizens for this output which matters for health and sometimes happiness reasons.

Mind however that the farm does not need to be hatched for 35 turns (with Emancipation). Your point about health and happy might be enough to balance it though, don't know.
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