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Hapiness, resources and Ideology! - My Empire suggestions

3y
#1
Hello Bast!

Yet another set of suggestions for My Empire! :D

  • Happiness
    This will put actual challenge to manage cities.
    Each city will have their own happiness rating, the rating will affect the production and development efficiency of the city.
    If overall happiness rating in the city is a surplus, the city will function at full capacity. If that is a negative value, your city production and growth is nerfed by 50%. At -10 value, the city will break away from your Empire, becoming a Rogue State.
    Happiness is affected by the following factors:
    • Luxury resource access in the city
      If the city territory covers a tile with a luxury resource, that tile will provide +3 happiness to that city. Some resources requires specific tile improvement for the city to access to.
    • Distance from imperial capital
      The capital city of your empire is indicated by a palace. For every 5-tile radius the influence from palace reduces by 1. Maximum value from palace is +5. Minimum value is 0.
      Some ideologies will affect how this works.
    • Ideology
      The ideology will affect how much happiness are produced in a city. Ideology will be explained later.
    • Population
      Every 2 population reduces 1 happiness.
    • City
      At normal conditions, every city starts with 5 happiness.
    • Buildings
      Some buildings can add extra happiness to the city.
      • Arena is available after Construction research. +2 happiness.
      • Amphitheatre is available after Literature research. +2 happiness.
      • Stadium is available after Electricity (?) research. +3 happiness.
    • Occupied status
      Occupied city has reduced happiness value, happiness production reduced by 20%. A courthouse can neutralise this status, but will always get destroyed if another empire occupies the city.
  • Ideology
    The ideology do make some changes to your empire, each comes with its own advantage and disadvantage.
    • Despotism
      Default ideology, available from the beginning. The ruler is called Emperor/Empress.
      • Happiness production 50%.
      • Garrisoned cities +2 happiness.
    • Anarchy
      This is a status when you are changing your ideology. It will last a couple of turns. The ruler is called Leader.
      • Happiness production 60%.
      • Garrisoned cities +2 happiness.
      • All cities will produce nothing.
    • Theocracy (?)
      That's my original idea, which is largely affected by culture buildings. Available after mysticism. The ruler is called Pope.
      • Happiness production 50%.
      • Each temple and cathedral +10% happiness production of the city.
      • 1 gold maintenance per military unit.
      • Halfed science production.
    • Monarchy
      The ruler is called the King/Queen.
      • Happiness production 75%.
      • Garrisoned cities +2 happiness.
      • 1 gold maintenance per military unit.
    • Republicanism
      The ruler is called the President.
      • Happiness production 90%.
      • Trade production +1 from roads.
      • 1 gold maintenance per military unit.
      • -20% combat penality outside friendly territory.
    • Democracy
      The ruler is called the President.
      • Happiness production 100%.
      • +20% Science production.
      • 1 gold maintenance per military unit.
      • -20% combat penality outside friendly territory.
    • Communism
      The ruler is called the Premier.
      • Happiness production 75%.
      • Influence of palace will not decline over distance but the happiness influence is reduced to +3.
      • +1 productivity per city.
      • 1 gold maintenance per military unit.
    • Militarism (?)
      Another original idea. Available after Conscription. The ruler is called the General.
      • Happiness production 60%.
      • Garrisoned cities +2 happiness.
      • +20% combat bonus in enemy territory.
      • 1 gold maintenance per military unit.
  • Resources
    Resources can add extra value to tiles.
    • Grains
      +1 food. Available on grassland and desert.
    • Stone
      +1 productivity. Available on mountains.
    • Iron
      +2 productivity. Available on mountains. Strategic resource. Requires mine to access.
    • Deer
      +1 food. Available in forests and on tundra.
    • Gold
      +2 trade. Available on mountains. Luxury resource. Requires mine to access.
    • Fur
      +1 trade. Available in forests. Luxury resource.
    • Oil
      +2 productivity. Available on tundra and in waters. Strategic resource.
    • Fish
      +1 food. Available on waters.
    • Whale
      +2 trade. Available on waters. Luxury resource.
    • Coal
      +2 productivity. Available on mountains and tundra. Strategic resource. Requires mine to access.
    • Horses
      +1 productivity. Available on grassland, desert and tundra.
    • Uranium
      +2 productivity. Available on mountains. Strategic resource. Requires mine to be accessed.
    • Rare Plants
      +1 trade. Available on grassland and tundra. Luxury resource.
    Horseman requires horses.
    Legion requires iron.
    Knight requires horses.
    Frigate requires iron.
    Ironclad requires coal.
    Tank requires oil.
    (Artillery requires oil?)
    Battleship requires oil.
    Nuke requires uranium.


Hopefully these will make good addition for the game!
You can help by EXPANDING IT.
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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