Also once I had motherland unhappiness after taking over a barbarian city. What is that about? My best guess is that it had originally been a neighboring civ's but had gotten captured... but I don't think the city name fit.
Does it disappear when the last barb city is captured, like wiping out the original civ does for their cities?
I'm just learning to deal with this as a beginner. It might be better if you were to give an example of the game your playing, to have such unhappiness in the motherland.
Are you at war? Neglected the buildings that bring happy faces? etc. Like to hear this to be honest.
Genv [FP];7029225 said:The unhapiness is caused by taking over a city with culture of X civ that you are at war with.
It's no big deal anyways.
int CvCity::getCulturePercentAnger() const
{
int iTotalCulture;
int iAngryCulture;
int iCulture;
int iI;
iTotalCulture = plot()->countTotalCulture();
if (iTotalCulture == 0)
{
return 0;
}
iAngryCulture = 0;
for (iI = 0; iI < MAX_PLAYERS; iI++)
{
if (GET_PLAYER((PlayerTypes)iI).isAlive())
{
if (GET_PLAYER((PlayerTypes)iI).getTeam() != getTeam())
{
iCulture = plot()->getCulture((PlayerTypes)iI);
if (iCulture > 0)
{
if ([B][COLOR="Red"]atWar[/COLOR][/B](GET_PLAYER((PlayerTypes)iI).getTeam(), getTeam()))
{
iCulture *= std::max(0, (GC.getDefineINT("AT_WAR_CULTURE_ANGER_MODIFIER") + 100));
iCulture /= 100;
}
iAngryCulture += iCulture;
}
}
}
}
return ((GC.getDefineINT("CULTURE_PERCENT_ANGER") * iAngryCulture) / iTotalCulture);
}
0.4*1.5*0.92*6=3.312... However i only have 2 unhappy faces? Is it with just 1 instead of 1.5 if you are not at war? 0.4*0.92*6=2.208 ... Also how is the rounding working?
0.4*8*x=2 x=2/(8*0.4) =0.625 .
So for 1 unhappy at size 8 i need at least 62.5% of my own culture.
Oops, sorry necro.![]()