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

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.
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I don't dislike it, but it feels a bit like "modder BS" to have somewhat complex logic for such a subtle and non-scalable bonus.
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Yeah, be aware of the incentives you create with something like this. It's not just a reward for having that stuff, it shifts the game to chase that stuff.
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I'm also leery of making something too complicated / a lot of text for something we rarely get to. Is it crazy to just return the unhappiness penalty but make it accrue slower? Simpler, provides incentive to get to first and after, and stays close to home.
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What if Emancipation boosted culture defense bonus? Would be thematic from a certain point of view, would it be irrelevant?.
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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). I don't think the bonus from extra happy fits that theme, and it would also be a little odd as the only mechanic of its kind rewarding surplus of happy/health. Maybe the answer is just to buff the growth affect? Instead of cutting the growth time in half, cut the growth to 10 turns for each stage? That preserves it's theme, and gives it some more reason to exist as it saves 10 turns from Hamlet to Town, but only saves 5 turns Cottage -> Town so it's not crazy?
Also, why was the happiness effect removed in the first place? It always felt like a good balancing factor in singleplayer games? Is there something about the way the numbers add up that gets kooky in multiplayer?
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?
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For each individual player using Emancipation over Slavery or Caste is not worth it as you lose a lot and the unhappiness effect has low to no impact (particularly on rich maps). So in effect there is no snowball and no one uses it at all. The effect makes no sense in MP. (Even in SP it only gets used because the AI is hardwired to take it. If the AI were playing to win it wouldn't use it either.)
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The happiness penalty of Emancipation was removed because it's no fun in multiplayer - it just punishes you for falling behind, particularly once two or more players get it.

It exists in single player thematically, to push players out of Slavery or Caste, since they represent moral badness for modern civilizations.

These goals are in direct conflict - it's deliberately trying to force a one-right-choice in single player for thematic reasons, while that's exactly what we try to avoid in multiplayer.
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Fair.

Ok just chucking out ideas that I don't think other stuff touches. I'll say all would include no upkeep.
1) No maintenance costs for number of cities.
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.
3) I kind of don't mind the production based on happiness if we can find a way to do it simply that isn't abusable. Rereading suggestions at 1am nothing really tickling my fancy though.
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+3 gold per turn for each specialist or +25% production in all cities.

Not convinced it needs anything in CTH. Even if Emancipation is subpar, that's not necessarily a problem.
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