Idea is to make citizens in our cities have ones habits. Habits are random value from (for example): religious, commerce, entertainment, safety, etc.
Additionally habits can be changed in time, depending on player action. For example citizens with habits entertainment will be religious if:
a) there no Colosseum, radiostation, TV station, etc. in city
and
b) there many religious building
How it change a gameplay? If template makes one citizens content at first religious citizens are taking in first step. And if there's religious citizens, it aren't content, but happy. Also imagine player A build templates and player B Colosseums. If player A takes player B cities and don't have technology to build Colosseum, citizens can be angry. Another example is migrations. Citizens can migrate and be unhappy after migration, but in previous city he/she be happy.
In future, somebody could implement religion, so there's can be state religion or free religion. If state religion are different of state religion of player who lost city, people could be angry.
The idea is in some way extension of nationality, but (in my mind) is very nice.
Citizens dispositions/habits
Re: Citizens dispositions/habits
Idea extension is to make binary policy called "Free Market". After selecting Free Market, our Civilization gets fewer money, but citizens are automatically more happy, because commerce will produce goods to entertainment people.
Re: Citizens dispositions/habits
Decrease tax rate and raise luxury rate. You will get this effect.Lachu wrote:Idea extension is to make binary policy called "Free Market". After selecting Free Market, our Civilization gets fewer money, but citizens are automatically more happy, because commerce will produce goods to entertainment people.