Also, will revolts from low morale be different due to my democratic nature? I'd think it would lower chances of active rebellion but lowering morale might quickly remove or replace leaders. Assuming that most people can participate in the democracy, which is currently the case but may evolve as the city grows.
I haven't thought very hard about rebellions. That's probably about the point where you just lost three quarters of your army, some four-armed barbarians razed your colony, and your rival made the friendly trader elf NPCs hate you.
At that point, I don't think voting in new leaders to continue the old system would be enough to mollify your people.
Sort of annoying that I'll be getting 1 spirituality per turn but needing 1.1. :p
I guess I can use food as a luxury instead for a turn and stock up on spirituality.
Error 888 unable to pile religious sermons up in a warehouse error.
You can use 3 partial luxury sources to get +2 morale, such as 1 spirituality, 1 clothing, and 0.2 food for 11,000 people.
At least assuming that the bonus from luxuries resets every turn. I don't remember if that was stated. And I don't think it's stated what our morale starts at either. Maybe we start with 1 morale but luxuries raise it permanently?
No, you'll still be at 5+1(clothes)+1(spirituality)=7 every turn, barring other changes.
If high morale becomes too easy to sustain, I'll stick a (-1 morale above population X) debuff on a building that raises the population cap.
Completely relevantly what goes into attacking a City?
It's about the same as a regular battle, but you'll probably have to deal with militia attrition in the main city hex. A success would hurt their morale, kill people, damage buildings, and steal stuff. If their morale is bad enough, they'll probably lose the game, have people flee, and have their city devolve into a weak NPC town that pays you tribute.
You can more easily raid the surrounding city hexes to keep them from working it, destroy improvements, and steal fewer resources.
So, slowed growth after 12 labor, and stopping entirely at 18 labor if you keep up a +2 morale. Though it might slow to a useless crawl before 18.
Not a *huge* incentive to rush town planning. Which is a shame because it's a good flavor opportunity. :p
I didn't want to cripple the people who don't have it in their tech list this era.
Yeah. On further reflection I think I need the 1% growth rate enough to go for it this turn. So if it's not too late I'm going to edit my turn to not consume the clothing, should make the next turn smoother.
Also, for Nirur Torir, how will research work? Well, maybe not exact numbers, but how "hard" is it to get one of the techs? Would putting all 3 dudes into the research hut be likely to give it? Just 2 dudes? What happens if we put too many dudes into research, is it just wasted or does the overspill help in some way?
You can change it, I haven't started writing the turns yet. I'll write yours last, and try to get the turn out tonight.
Tech labor costs for this era will range from 1, with luck and on an easy tech, to 5 with bad rolls on a hard tech. Overflow will probably go into another random tech, but there's a chance of some other benefit.