| Sorry if this is a lot longer than you wanted but -- UPDATE1.3 will feel almost like a new game. |
I think this level of detail is excellent.
But it's the "almost like a new game" part of this that scares me. I love the game now. Will I love the new game? I don't know.
I've written about this pretty much everywhere that I've had the chance. Most of the changes are what I would call "tweaks" in that they don't dramatically alter the nature of the game. But IMHO the morale building / farm changes do dramatically change the game.
I agree that making changes that bring morale buildings into play at a lower population level add more flavor to the game and are a good thing. In v1.2 you could almost ignore morale buildings completely, that's not good. I also agree that building up high populations should be difficult, but on the other hand it shouldn't be impossible.
I think that the triple whammy effect that base morale has by being used directly and as a multiplier on the morale effect of buildings and a multiplier on the morale effect of civ ability and resource mining is the problem. This changes morale dramatically over a very narrow range of population. If, for example, the effect of morale buildings was used directly and not reduced by base morale you could have a much smoother function that you could tweak for morale to come into play at a lower population. You also wouldn't need an arbitrary abrupt limit at 26B (or whatever) so that 25B would be difficult, 50B even more difficult and so on in a more linear manner.
Just my 2 bc worth.