Posted March 23, 2022 by IndividualKex
Alpha 0.11 Patch Notes!
Major Gameplay Changes
To prepare for Phase 2, the way happiness works has been revamped.
Happiness will now decrease linearly as population increases. Happiness bonuses (previously just the tavern) are no longer based on average household happiness. This made it feel like a penalty to build new houses (that don't have a tavern), instead of being an interesting choice. So now, happiness will increase for every tavern built, but with diminishing returns (logarithmically).
The idea is that because the population penalty is linear and bonuses are logarithmic, you will need to keep finding new ways to increase happiness, rather than by just spamming taverns. In Phase 2, I want these systems to be complex enough to allow interesting decisions, and make room for creativity. For now in Phase 1, I've added a new system that will move things in this direction: housing upgrades.
Housing Upgrades
Housing now starts off at Tier 1, and every house has an Appeal, based on factors like having neighbors, a path, water, and a tavern. When appeal reaches a threshold, the house can be upgraded to Tier 2 for a wood cost. Each Tier 2 house will boost happiness (with diminishing returns).
I'm still experimenting with these changes, but this mechanic is intended to be integral to future (phase 2 onward) mechanics. I'm still not certain if I want to move forward with this system, I could see it being tedious to keep upgrading housing, or it might be fun. Let me know what you think, and if you have any suggestions!
Minor Changes