For happiness you need to consider that there is local happiness/unhappiness and global happiness/unhappiness.
The local unhappiness is caused by the citizens of a city (that 1 per citizen) and is local to that city.
The global unhappiness is caused by things like city number (that 3 per city).
The total unhappiness is the sum of the local unhappiness for all cities, and global unhappiness. The same happens with happiness. If total unhappiness is greater than total happiness the empire is unhappy and you get penalties. You lose growth, production and with greater levels you get barbarian units near your cities, and even lose cities (but only after ideologies). You also lose points that are accumulated towards a Golden Age while the empire was happy.
Buildings that give happiness, give only local happiness, and the local happiness in a city can never exceed the local unhappiness. For example if you have circus and Colosseum in a city that has 3 population (3 local unhappiness), you don't get +4 happiness (+2 from circus +2 form Colosseum), but only 3. This way a city can never produce "positive" happiness, it can at most be at 0 with the local happiness/unhappiness.
Happiness that comes from luxuries and things like policies and religion (but not attached to buildings), wonders is global happiness.
This is why for each city you need at least one, preferably more, sources of unique luxuries.
There is also unhappiness caused by ideology pressure and from annexing cities without courthouses. There are also some guides on happiness if you want to read more but they may be outdated.
The Local Happy vs Global Happy thing is a bit hard to pick up, but don't worry, it only rarely actually has an impact (when's the last time someone's wanted to build a circus and a colosseum in a 3 pop city?).
Yes, the general idea is that you need sources of global happiness to overcome the unhappiness caused by the city itself, and need to plan accordingly. Plant too many cities without unique luxuries around and you are in trouble.
Local happiness only refers to the citizens in a specific city. For example if a city has 1 population and a colosseum, the colosseum's normal +2 happiness is reduced to +1 because local happiness can never go beyond the number of citizens . Think of it as only affecting the population and not the +3 unhappiness due to founding the city; this +3 can only be countered by global happiness bonuses like wonders and luxuries.
No, the local happiness and global are added, and produce the total happiness you see on the top part of the screen (empire happiness). The idea is that local happiness is capped by the local unhappiness, so buildings in cities cannot produce positive happiness. To put it in other terms a Coliseum or other happiness building in city A cannot make a citizen in city B happy.
Each citizen in a city produces 1 unhappiness so the local happiness in that city cannot exceed the size of the city. The result is you can't settle a city (that will give you 4 unhappiness - 3 from the city which is global, and 1 from the population which is global ) and rush buy a Colosseum and a circus or zoo to be even. The local happiness is capped at 1, so you need sources of global happiness, to compensate the global component of the unhappiness caused.
There are no revolts in civ5 but the penalties for unhappiness are for the entire empire and are severe. Here is a page on happines, but it does not explain the concept of local happiness.
Thanks!
I've played a few more turns, here's the result:
Turns 25-50:
Spoiler :
Turn 26
Calendar finished;
Turn 27
Met Morocco (he came from the northwest)
Turn 28
Popped Wrinting from a ruin
Finished my Worker - had him work the cows while Mining finishes researching;
Started on a Shrine;
Turn 30
My Scout was attacked by a barb and died;
Turn 31
Finished Mining and started on Archery;
Turn 32
America wants to DoF, I refused since I'm thinking about taking them out;
Turn 34
Finished the Shrine and started on a Settler;
Turn 37
Finished Archery and started on Bronze Working to reveal Iron;
Also had my worker chop the forest next to my city to speed up the Settler (didn't chop the forest on the citrus because there were Barbs roaming around it);
Turn 41
Adopted Landed Elite (not sure if Monarchy would be a better pick considering my imminent expansion)
Turn 48
Decided to go with my original plan, but took your advice and Setteled on the Desert Hill by the Citrus; Already have Desert Folklore;
It seems my suspicions were correct and I am now unhappy.
Started my second city with a Shrine (should I start Granary instead?)
Turn 49
Saw a chance to steal a Worker from Colombo and took it, immediatly made peace with them;
Turn 50
The area east of my city didn't reveal anything special, but I'm still considering expanding there so I can take on America first;
I'm teching Masonary at the moment and haven't decided on what to take next, any tips?
Spoiler :
I'm thinking about putting my next City to the right by the lake (would be able to get some Iron and a few more Desert Tiles - or a bit south from my city to in the end of the river as was talked about in the thread before. What do you guys think?
Thanks again for all the feedback!
so having a Circus and a Colosseum in a Pop 3 city wont add +1 to global happiness but it will make the city only count -3 towards global happiness. Correct?
To generate global happiness you need to collect luxuries, discover natural wonders, etc.
Is that pretty much it? (not having in mind Social Policies, and Ideologies and stuff like that)
Also, unless you play a pangea map in higher difficulties, one scout is more than enough.
I would have settled on the coastal hill right next to the mountain to allow for food cargo ships to feed the capital and make it grow a lot faster. Also would allow to build an observatory. But overall, the dirt around you is not that good. I'd try and catch the salt to the right asap with a city on the hill right next to the lake like you're suggesting. Usually you pick a a pantheon for your capital but i suppose desert foldlore could work here as you shouldnt encounter that much competition in religion.
Also, unless you play a pangea map in higher difficulties, one scout is more than enough. As someone mentionned, you cant rely on stealing workers at such low level as it will take forever for CS or AIs to build one. So my build order on Prince would be : scout\monument\worker\shrine\granary\settler\worker\settler\worker (if none can be stolen). That way you have your 4 cities up and starting to build granary\libraries early to get to a turn 80/90 national college.
For techs: pottery as pretty much always, mining, AH, calendar, writing, philosopy (if timed right compared to when all libraries will be built), if not squeeze in fishing to get a cargo ship in a coastal expo to feed the capital asap.
If you need an archer, you could buy it i suppose. even though gold can be hard to come by with prince AI. At that level you should also always sell your ambassy to AIs for 1 gold per turn when they get writing. You should get to the interesting settling spots before they do.
That would make the city count zero towards global happiness would it not?
Otherwise, global happiness would never be positive!
Your “etc” covers this, but a few wonders also add to global happiness directly.
The SP are varied, but I think most ideology tenets only add local happiness (but that works out fine).
I agree with most of what cazaderonus wrote, but I think two early scouts are good at lower difficulties too.
so having a Circus and a Colosseum in a Pop 3 city wont add +1 to global happiness but it will make the city only count -3 towards global happiness. Correct?
The SP are varied, but I think most ideology tenets only add local happiness (but that works out fine).
.
I meant it would only count the -3 from the city founding penalty, or am I missing something?
The -3 is because each city adds 3 global unhappiness to the empire.
As you can probably deduce, the local happiness is not really an issue, especially if you go tall since the local happiness will most likely never get capped. In late game ... you get 14 local happiness, and your cities are likely to be bigger than that.
Yes that is correct. The -3 is because each city adds 3 global unhappiness to the empire. The buildings normally generate 4 happiness, but because it is local it is capped by the local unhappiness generated by the population. So this means that 1 point of happiness is lost, until the city grows to size 4. If the city grows even further you need to compensate the extra unhappiness, with either local happiness (buildings) or global (if you have extra luxuries, etc).
As you can probably deduce, the local happiness is not really an issue, especially if you go tall since the local happiness will most likely never get capped. In late game , even with Colosseum, Circus, Zoo, Pagoda, and something like Militarism (+2 happiness per Barracks Armory and Military Academy) you get 14 local happiness, and your cities are likely to be bigger than that.
From what I know, and deduced, things that attach happiness to buildings, like +1 happiness for castles, +2 happiness for temples, etc. will add local happiness. Others give global happiness, with the exception of Universal Healthcare which gives local happiness even though it attaches it to National Wonders (and Guilds) which aren't really buildings. They are closer to Wonders than to buildings.
I played the first 50 turns here.
Tech path was AH -> Mining -> Pottery -> Calendar -> Archery -> BW -> Sailing -> Writing (Partial). The goal is to get Calendar early enough so that we can hook up those Citrus and Incense resources as soon as possible:
BO: Scout -> Worker -> Scout -> Settler -> Archer -> Settler -> Settler
We have nearly identical units, except that I have two additional settlers + an extra Archer. You stole a CS worker - I didn't. Where did those extra hammers come from? When building settlers it is impossible to starve -> that means you can work as many hammer tiles as possible and get 12 hammers (@ 4 pop) here during the settler builds.
Shanghai is close to yours, but mine is coastal. Having multiple coastal cities is really strong since these can use Cargo ships to generate food surplus. Guangzhou is settled directly on the Citrus for fast luxury connection. By settling there the city tile gets an extra food and gold: A city tile always gets 2 food 1 production + any excess tile yields above that amount. Since unimproved grassland citrus is 3 food 1 gold the new city yield is 3 food 1 prod 1 gold.
I think the 4th city will likely head down the coast for the fish/dye/deer location. This city will be slow to develop but will be another Cargo ship location that can feed the core cities.
1 - Why AH first? To reveal Horses and let you decided on the best locations for your expos?
Yes and because there is time before we need that Luxury hook-up. I need to build a Worker first. Even then the extra happiness is not needed until turn 35 or so. Since we'll be working hills to build the settlers similar logic is used for Mining. Some players really like an early Shrine and so will go Pottery first.
3 - I understand why you settled Shangai on the coast, but like I asked cazaderonus, wont that location have too much overlap with Beijing? Speaking of which, what are the negatives/positives about overlap (in general)?
A size 20 city will only be working 15-17 tiles since Scientists and the Guild specialists have priority. Generally that means overlap is only an issue if you found cities at the minimum distance or have a lot of dead tiles (desert, sea, mountains). I'm not worried here.
4 - What was your first build in Shangai?
The Worker. Decided to grow to size 3 before focusing on hammers.
5 - From what you said, you plan on sending a cargo ship to your 4th city. What will you do with the other trade route you have available? Sending it to Beijing to catch up on growth? (Since you didn't grow while building the Settlers)
First two trade route will be Cargo ships to Beijing, the next one will go to Shanghai. After that, it depends on happiness and gold.
About guilds, I've seen the term Guild City around the forum, what makes a city a particular good city to have your guilds on?
Usually just sufficient food surplus to work the specialists without sacrificing all growth. Having access to a Garden (fresh water) is also nice. Whether to put these in the capital is tricky. I usually put the Writer's Guild elsewhere so the capital can grow faster and get more benefit from the National College.
Do you mind elaborating a bit more on this point please? I always go shrine/granary on my second city
Settling on a hill is always preferable, all other things being equal. The +1 production from the get-go is worth *way* more than whatever the mine would have eventually yielded.I also considered the hill, but wanted the extra production from a mine, but the defence and initial extra production is probably better. Yeah, i'll explore that part ASAP and than make a more educated decision on my settle spot.
I pretty much always build a shrine as soon as I finish researching Pottery, which is usually the first tech I research. Even if I don't plan on truly chasing after a religion, it's nice to get my pantheon going ASAP. (God-King is often a nice pantheon selection if you have no intention of trying to get a full-blown-religion.)When would you suggest I build the shrine? Right after the monument (instead of the second scout)? I guess that since I'm not playing Pangea the second scout might not be as important and could be replaced by a shrine. I'm really thinking desert folklore, but like you say, I need to check out the area to the right to make sure.
Say, for example, I found a new city and immediately rush buy a coliseum, burn a missionary, and then faith purchase a pagoda. Would my Global Happiness still decrease?
Local happiness being wasted is not really an issue, but arent tall (i.e., >14) cities contributing to global unhappiness? Periods where there is insufficient local happiness seems to be a pretty significant issue in my games. That is when I have to start on zoos...
I agree that (between circuses, coliseums, and religious buildings) small to medium size cities are not an issue for global happiness (at least not after they get going).