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Bovrick

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With Happiness playing a more integral role in our calculations thanks to the current Trade rework and Cultural Happiness, I think it is time to retire the idea of stackable Output bonuses for Pops. Though the current system tying Trade Routes to Pops has definitely moved things away from excessive Centralisation, I still think a slight shift in how Pop Outputs can be adjusted would bring us to a better place to settle on.

TLDR: Don't let Output modifiers stack, instead have an upper bound of efficiency, and the ratio of Buildings:Relevant Pops define how much of that maximum bonus you get.


Settlement Buildings are generally fine, because they're capped at a single building. City buildings currently can be more or less grouped into 4 groups: Class Buildings, Output Buildings, Identity Buildings and Infrastructure.
  • Class Buildings are the Library, Court of Law, Forum and Mill: each giving a a Happiness and Ratio increase to their respective class. This works really nicely in the main, and is capped by Happiness having an upper bound of 100%. The exception of course is the Mill, as Slave Happiness is not relevant to output, thus they're currently compensated for that with an Output Bonus.
  • Output Buildings are the Tax Office, Training Camp, Marketplace and Academy: each providing a stackable Output bonus to their respective resources. The more you have of each of these, the more efficient every Pop that generates their resource is, and the more it becomes efficient to always have a Pop of the right Class in the single city rather than spread out.
    • I'd also throw the Foundry in here now, as the Starting Experience bonus isn't really an issue with standing armies, so the meat of its power comes from the Stackable Output bonus it gives to everything.
  • Identity Buildings are the Temple and Theatre; these provide State Identity Happiness bonuses, and Conversion rates towards these. These are good. FWIW I would also like buildings dealing with Class changes (Promotion/Demotion Speed) and Territory changes (Migration Speed/Attraction) in here just to round out the set, but that's another issue.
  • Infrastructure are the Fortress, Granary and Aqueduct. Fortress and Granary do their job well. Aqueducts generally take the heat here, as they're the direct route (with Provincial Investments) to exploiting higher efficiency territories.

There have been some great proposals on dealing with this issue, especially looking at mechanics like Squalor that could push down the efficiency of highly populated territories. I'd like to suggest, either instead of, or in conjunction with this, to change the way City Buildings can modify output, so that they are never stackable to begin with.

Instead of providing a % boost to all relevant Pops, additional Output buildings should provide a boost to more Pops.

Tax Office goes from "Local Tax +20%" to "Tax x Pops at +y%".
Training Camp goes from "Local Manpower +10%" to "Gain +y% Manpower from x Pops". And so on.

y% would therefore become the upper bound for the Output bonus you can have from Buildings, providing you have enough of them to cover the # of Pops that generate your resource. x would be the number you can increase with extra buildings, and would provide value up until x goes over the number of relevant Pops you have.
On the Output Efficiency tooltip, you can just show this as:
"Tax Office: 15 out of 30 Taxable Pops covered gives an Output bonus of (0.5*y)%". Probably would be calculated like this too.

You could then let the x or y values vary with bonuses, as long as y bonuses never stack. So you could let Civilisation influence the upper bound of Output efficiencies, or Governor skills, because these values are themselves bounded. x on the other hand can be increased by whatever (so could be a candidate for Provincial Investments and the like) because the worst case scenario is that x becomes so large that a single building can give full efficiency to every Pop in a territory.

This still leaves the Mill and the Foundry as issues. I still think there is a missing building for Trade Good creation, and the Mill's Output bonus could be transformed into that - ideally Trade Good production efficiency also having a bounded output increase in the same manner as the other Outputs, where you'd aim to have enough Mills for every Slave to be in a Mill, but not benefit from any more. The Foundry is still in a tough place, and would be really helped by any military reworks so that the Output bonus can just be removed entirely for something more military focused again.

Will repost to the other forum on Monday in shorter form, but any thoughts before then would be welcomed :)
 
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Todie

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Im not completely sold on this, and find it a bit of a leap to envision alongside or i stead of a squalor system, but its interesting to think about

Instead of providing a % boost to all relevant Pops, additional Output buildings should provide a boost to more Pops.

Tax Office goes from "Local Tax +20%" to "Tax x Pops at +y%".
Training Camp goes from "Local Manpower +10%" to "Gain +y% Manpower from x Pops". And so on.

y% would therefore become the upper bound for the Output bonus you can have from Buildings, providing you have enough of them to cover the # of Pops that generate your resource. x would be the number you can increase with extra buildings, and would provide value up until x goes over the number of relevant Pops you have.
On the Output Efficiency tooltip, you can just show this as:
"Tax Office: 15 out of 30 Taxable Pops covered gives an Output bonus of (0.5*y)%". Probably would be calculated like this too.

At a glance, caping the number of pops that can be affected by each building would close the gap in productivity between cities of different sizes. Adding a new tax office would have the same effect in every city with enough taxable pops to utilize it.

this would kind of open the door for buffing the effect of these buildings in small cities. Nice, because currently, a tax office in a city with <50 pops is very weak. (Even <500 pops makes a marginal differancein a large empire)

... However, this would also remove the existing strategic considerations pertaining to specialized cities. Granted they are pretty bad as-is and were poorly balanced before.

This is a tangent but, I think the notion of urban areas that can scale up their efficiency as they grow more dense, rich and intricate is a powerful concept for the kind of game IR wants to be. I like the idea of a squalor mechanic to keep such cities ”in check” but also like output bonuses and whatnot.
 
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Bovrick

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Im not completely sold on this, and find it a bit of a leap to envision alongside or i stead of a squalor system, but its interesting to think about

Me neither! That's why I'm on this side and not making games, I'd hit an incredible amount of dead-ends.

At a glance, caping the number of pops that can be affected by each building would close the gap in productivity between cities of different sizes. Adding a new tax office would have the same effect in every city with enough taxable pops to utilize it.

this would kind of open the door for buffing the effect of these buildings in small cities. Nice, because currently, a tax office in a city with <50 pops is very weak. (Even <500 pops makes a marginal differancein a large empire)

... However, this would also remove the existing strategic considerations pertaining to specialized cities. Granted they are pretty bad as-is and were poorly balanced before.

Close, albeit different cities would still have different modifiers (Region/Capital bonuses, presence of Ports/Rivers, terrains, Civilisation, etc) that could easily be applied to the Cap (y) to give different peaks of fully servicing every Pop in a city. That way there could be more incentive to priorities particular types of buildings in certain areas. At the moment, stacking the bonuses everywhere works equally well (overall efficiency pretty much being determined by PopCap modifiers), though I guess you could modify the effectiveness of buildings by those factors too, but then you're fiddling with rates of exponential growth, which make far bigger differences than messing with a Cap.

Likewise, I think the key part to balance would be making sure that you wouldn't be able to service every Pop with a natural # of buildings and Civilisation, so the trade offs remain between the different potential outputs of a city. You shouldn't ordinarily be able to max out the efficiency of all 4 outputs, at least not without sacrificing forts etc, or pouring in masses of PI. But as you say, it's more likely to then be more efficient to find a smaller place to build instead.

This is a tangent but, I think the notion of urban areas that can scale up their efficiency as they grow more dense, rich and intricate is a powerful concept for the kind of game IR wants to be. I like the idea of a squalor mechanic to keep such cities ”in check” but also like output bonuses and whatnot.

I definitely get this, and it would be lost with this framework. Squalor would give that nice path of increasing returns to scale followed by decreasing returns to scale that you probably want to hit with this sort of game.
 

htimsnivek

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With Happiness playing a more integral role in our calculations thanks to the current Trade rework and Cultural Happiness, I think it is time to retire the idea of stackable Output bonuses for Pops.
Moving beyond the current generic buildings would be an alternative. The way Total War has building trees for province development could be something to give cities more variety and character. Just keep the buildings' effects realistic and unique for different cultures. You could also allow characters to finance buildings for big boosts to popularity and fame.

Improving the trade system to have trade range and Pop specific supply and demand could also play a role in placing limits on output bonuses. If you can't supply your nobles with luxuries their output and happiness should tank no matter what buildings are in the province. If your supply of dyes is cut off for decades then your high level theater could fall into disrepair and downgrade itself.

(Edit to add quote)
 

Rabid

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I suppose the alternative to this suggestion would be to go back to something a bit more old school; remove the ability to build multiples of the same building so that you no longer get the exponential output growth problem. Obviously you could change the variables such as number of building slots, and the impact and cost of buildings, to balance things out. This does kind of revert back to the EU problem where you don't really have specialised cities, but on the other hand Imperator's building system lends itself better to this sort of thing (for example if you want to build a research specialist city you would want at least an academy, library and court of law, and you'd most likely want an aqueduct, theater and temple for happiness bonuses and more pops... that's already a decent number of buildings) and I think that it wouldn't be too hard to tune this so that most cities aren't big enough to do everything.

Perhaps you could also have extra tiers of each building which unlock with tech which would then let you continue to develop the larger cities further.
 

htimsnivek

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Perhaps you could also have extra tiers of each building which unlock with tech which would then let you continue to develop the larger cities further.
Rework the trade system with supply and demand and you can link the extra tiers of buildings to require appropriate trade good supply to perform well.
 

Decius

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I definitely support the idea of refining the building system. I:R has a great foundation, but it needs to be improved. Like unique buildings and to a certain extent building effects for different culture groups. Also different "building paths" for some buildings would be cool and some buildings changing name on higher tiers and adding new effects (not just increasing the same value(s) from tier 1 on). Certain buildings or building tiers could require a certain tech level or invention and/or a certain trade good (but it should be on a national level, because otherwise it could get very tedious, if needing a trade good in every province for certain buildings within).
Maybe even consider for some buildings a tier/level cap - not sure on this one though.