idea of having excess happiness in a colony rollover toward that colony's next happiness so that people do not have to play plus and minus with each individual city's economy if that wanna run their city for happiness
would be a good idea i think
at the moment the way it works is any gained happiness in excess of what is needed to trigger event is lost resource if u need 40 for event and you have 34 and are gaining 10 why not have that 6 extra roll over toward next event
in current state of the game if a player wants to play happiness slot machine economy at 70/100 threshold and hope they they get their high resource instead of low resource/income loss then they have to check each city on all end turns to make sure of not losing resource when wanting to crank out happiness events
This city for example loses 20 resource when I could have gotten extra production that I need badly because i forgot to go check each city before hitting end turn
possible situation that could possibly spiral out of control late though with this idea would be game people getting 2 happiness events a turn on a fresh city with a food/happiness landmark with a happiness exploit on it but at the same time in current game state they would be losing tons of resources over 10 turns because of lost happiness
*edit another possible idea excess happiness becomes added to a city's highest resource or just energy this answer would solve issue of wasted income without creating situations of multiple happiness event per turn*
that or to just have excess happiness grant 1 random resource which city produces of the base 4 food/energy/prod/research and excluding cosmite/influence and just give resource equal in value to the excess happiness this would fit the happiness theme of give me stuff so 6 excess happiness would becomes 4 resource while 20 would become 20 resource unaffected by wellness center multiplier
would be a good idea i think
at the moment the way it works is any gained happiness in excess of what is needed to trigger event is lost resource if u need 40 for event and you have 34 and are gaining 10 why not have that 6 extra roll over toward next event
in current state of the game if a player wants to play happiness slot machine economy at 70/100 threshold and hope they they get their high resource instead of low resource/income loss then they have to check each city on all end turns to make sure of not losing resource when wanting to crank out happiness events
This city for example loses 20 resource when I could have gotten extra production that I need badly because i forgot to go check each city before hitting end turn
possible situation that could possibly spiral out of control late though with this idea would be game people getting 2 happiness events a turn on a fresh city with a food/happiness landmark with a happiness exploit on it but at the same time in current game state they would be losing tons of resources over 10 turns because of lost happiness
*edit another possible idea excess happiness becomes added to a city's highest resource or just energy this answer would solve issue of wasted income without creating situations of multiple happiness event per turn*
that or to just have excess happiness grant 1 random resource which city produces of the base 4 food/energy/prod/research and excluding cosmite/influence and just give resource equal in value to the excess happiness this would fit the happiness theme of give me stuff so 6 excess happiness would becomes 4 resource while 20 would become 20 resource unaffected by wellness center multiplier
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