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#1 |
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Warlord
Join Date: Sep 2010
Posts: 124
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Universal Happiness
Does anyone else not like it? I don't want to come off as a whiner, but I think it's the worst part of the game. I stopped playing for the longest time because of happiness, long turn times (they need to fix that) and it being a hollow game.
Although I didn't play hours of civ 4 to become a deity player, I enjoyed civ 4's system way better. If they don't want to bring back health that's fine, I'm just hoping that happiness won't be a universal thing anymore. Also if the don't fix the loading times this time around, that would be the biggest disappointment ever. Enough time to optimize the game I think. |
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#2 |
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Warlord
Join Date: Nov 2006
Posts: 149
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Well the problem is that without global happiness they would need some other way to limit city spam. In civ4, new cities cost more gold than they brought in, but in civ5 a city is always profitable.
But I agree it's a dumb unrealistic and hollow system. |
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#3 | |
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Emperor
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Quote:
Not always . It depends if your priority is to develop the city or building trading posts to compensate the maintain cost of buildings . Depending on the city's location,the city becomes profitable only with Markets . |
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#4 |
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Warlord
Join Date: Dec 2005
Posts: 100
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If a new city with no buildings cost nothing, how is it even not profitable?
__________________
Wrong: "Here, here" - Right: "Hear, hear" Wrong: "Ghandi" - Right: "Gandhi" Wrong: "Your/You're" - Right: "You're/Your"
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#5 |
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Prince
Join Date: Mar 2012
Posts: 449
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In previous Civs the strategy was always spam more cities = better. Sure founding a city always had a cost but you could offset that either by growing it to work more gold tiles or sending it caravans from cities at the other corner of your empire which always resulted in insane gold gains. And the cycle repeats itself, found more cities, send caravans, more gold, found yet more cities. If your religion spreads to your new city, oh great even more gold.
I think Civ 5 at least rewards players who do not want to have a large, spread-out empire which is more equitable. |
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#6 |
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Warlord
Join Date: May 2006
Posts: 296
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Obviously they wanted a system where it was possible for a smaller, very well developed civilization to be competitive with a sprawling, less developed one. I wouldn't say they nailed it (global sources can cover a couple of large cities, but large cities are very happiness negative while modest sized ones can often cover themselves), but losing global happiness would be a step in the wrong direction. I don't think army size is a limiter at all; a larger empire makes more money and has an easier time supporting a larger army, even if its army is smaller proportional to its borders (which doesn't figure in much). Using social policies as a limiter turned out to be fairly bad gameplay and they've largely rolled it back so that a couple culture buildings usually offset the cost of the extra city. I think the problem with SPs as a limiter was that it's a very discrete effect when what is needed is a more continuous one (like happiness).
I suppose its a bit difficult to define exactly, but I think 'hollow' better describes the civ 4 limiting mechanic. On the surface it appeared to make you think twice about spamming out cities. In reality with the upkeep reduction effects and the amount of commerce a city could bring in compared to its cost it really only limited you from building civ3 style settler factories from the beginning of the game. Once you were over the hump where you could tank your economy so hard you would shut off research before you got the essential economic techs it was always better to get more cities. It had the appearance of being a mechanic to limit city spam, but once you dug into it a little it didn't have much effect, like it was hollow. |
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#7 |
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Prince
Join Date: Oct 2001
Location: Kentucky
Posts: 517
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I like it, but I don't necessarily like how they implemented it. I'm having trouble managing happiness since the last time they overhauled it in a patch; before that I could generally keep it under control so long as I paced my expansion properly.
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#8 |
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Warlord
Join Date: Dec 2005
Posts: 100
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While that is nice for players who enjoy that, empires are generally built by growing bigger, having greater influence in the affairs of the region, and later the world. An empire of three cities isn't much an empire IMO. But then again, civ is not an empire building game, no?
__________________
Wrong: "Here, here" - Right: "Hear, hear" Wrong: "Ghandi" - Right: "Gandhi" Wrong: "Your/You're" - Right: "You're/Your"
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#9 |
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Warlord
Join Date: May 2006
Posts: 296
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Do they though?
My sense is that growing big is almost always immediately followed by a hard crash, historically. No doubt the growing big is the biggest thing some civilizations are known for. It's flashy, but most of the great stuff for civilization seems to be generated by civilizations that have been stable at their size for quite a while, whether that be greece sized or china sized. |
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#10 |
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Prince
Join Date: Oct 2001
Location: Kentucky
Posts: 517
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Not to mention Great Britain, which practically ruled the world from a tiny island.
Historically, an empire's strength did not come from the amount of land they controlled. Acreage does not bring wealth in and of itself, after all. It came from the value of that land: its resources, its population, and the wealth of its people. Not to mention any technological advances they might have, which is what gave tiny European nations to ability to topple much larger American empires come the Age of Discovery. |
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#11 |
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Emperor
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Right now that's the way they found to balance Tall empires,Wide Empires and Conqueror Empires . But I'm guessing that in Civ6,they might try to use another way,which can't be applied in Civ5,because it would change the game too radically .
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#12 | ||
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Warlord
Join Date: May 2009
Posts: 244
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Quote:
Quote:
And while raw acreage is not directly responsible for the wealth and power of an empire, it strongly correlates to also having more of the resources, population and wealth that is responsible for imperial strength. The issue has always been in managing it, such that the fringe territories don't decide "hey, the empire's not doing squat for us so we're seceding." Last edited by Kaosprophet; Apr 24, 2012 at 02:19 AM. |
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#13 |
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Prince
Join Date: Mar 2010
Location: Iowa City, Iowa
Posts: 333
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yeah i do have to say that the happiness system has to be my least favorite aspect of CiV, but i like building insanely large empires
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#14 | |
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Chieftain
Join Date: Feb 2012
Posts: 9
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Quote:
On the other hand maybe my problem is simply not playing enough on huge maps. But i'll try that tonight to see if I have problems with decent expansion there. Last edited by Singulare; Apr 24, 2012 at 03:51 AM. |
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#15 |
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Prince
Join Date: Apr 2012
Posts: 302
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With some social policies, at least 2 happiness buildings and limiting the size of the site before it hits the 10's you'll be able to grow large pretty fast.
Sometimes I'll create a few bigger cities for the production of armies but most of my cities only produce some gold and that's it. |
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#16 | |
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Prince
Join Date: Oct 2001
Location: Kentucky
Posts: 517
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Quote:
Smallpox helped things along, certainly, but it was not the single pivotal factor that decided the Americas' demise. |
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#17 |
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Chieftain
Join Date: Apr 2012
Posts: 8
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I like 5 because you can win a game with only two cities. With happiness i will go even further ex: 1 lux resource with 6+ cities give -0.5happiness per/lux re , 9+ -1per/lux res, 12+ -1.5, 15+ -2, 18+ -2.5, 21+ -3, 24+ -3.5
Last edited by sc0tsman33; Apr 24, 2012 at 06:48 AM. |
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#18 |
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Limit 1 Facepalm Per Turn
Join Date: Aug 2011
Location: Ontario, Canada
Posts: 1,037
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I like the NiGHTS version where global happiness is eaten up both by cities (20) and units (5). It also gives 1 happiness for each of the first 10 population in a city which I neither like nor dislike.
Even in vanilla, I like what they tried to do with happiness but like most of us here don't feel that they nailed it yet.
__________________
War Academy (Tips) - F9 for demographics - Ctrl+R for resource view |
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#19 |
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Deity
Join Date: Mar 2008
Posts: 2,505
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Universal happiness is the current main limitation on city size in Civ V
For historic record the limits were: Civ II: Corruption / waste [Pre Democracy/Communism] after which none at all SMAC: None (after reaching +4 efficiency) Civ III: more severe Corruption / waste. Civ IV: Escalating city maintenance cost. Civ II, SMAC, and Civ III models were all totally ineffective. (REX was king.) Civ IV though was highly effective at slowing down initial expansion. But if you built the Great Lighthouse, pretty much any coastal city would be profitable immediately. Without this wonder, the combo of a marketplace & courthouse would make just about any spot profitable as well. If all they did was move happiness back to cities with no other changes; we'd actually be back to the REX days of Civ II & III.
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#20 | |
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Prince
Join Date: Mar 2012
Posts: 449
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Quote:
Happiness penalties are what limits humans from spamming way too many cities in a short time. If you somehow have tons of happiness then sure the feeling is like in civ 3/4. The question is how did you get so much happiness - playing settler level, having all available luxuries, taking all happiness wonders, etc and what it takes to get there. On the other hand, civ5 does not stop civs from taking cities because of puppeting and courthouses. So if you wanna war, fine go ahead but if I just want to defend my own turf I can still do so. |
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