I liked civ IV city based happiness more than global. It was natural and easy to understand. But i didnt said anything wrong about this change to global until i played and tested this by myself. So here i am after five full (and won) large/epic/king games.
As i understand reason to move happiness to global was to make game more "streamlined" so people have easier time to figure what is going on. But the problem is that actually
a) nothing changed - there is still the same amount of "work", especially that you visit cities anyway
b) simplification created wierd behaviours
a.
In prevoius game i more or less knew what is going on in each city so there was no need to visit every city every turn to check if city is revolting or not. Especially later when i had notification than some city will grow next turn or even become unhappy (i dont remember if its mod or not since i was playing only with mods). Right now, when im balancing my unhappiness around zero (with my budget to keep positive) i dont know sometimes which cities i should cut down if i dont have other options (like buildings or resources). So i have to check almost every city i have and try to somehow avoid unhappiness and see if it is already "cut" or not yet. To me its the same amount of work in both cases. Simplified or not. But in global version it created artificial strategy so i can decide which city i have to be big - but it doesnt really matter.
Furthermore in civ IV managing cities was much more like you were controlling parts of your empire which translated to its whole effectiveness. Right now i cant find myself in this new mechanic.
b.
- now when i play i have to avoid growth in most of my towns (if i want to build farms and i should in normal game because in reality farms take most room on earth not trading posts) but this cut me from income.
- if i dont avoid growth then i have to build trading posts only, because production bonus are low and farms are no-no. (shouldnt trading posts clear forest also?) And i can just buy anything i want (why production at all in this game except wonders?) So current strategy is to just spam trading posts and in my current games food production without farms was enough.
-granaries and other food buildings. They are good sometimes but most often i have already too big population so i almost never build them. Especially with so long production times there is always something more important to build. In civ IV they had alot more uses and were more important.
-global happiness create gamey tactics like creating small city only to have happiness buildings in it to incrase global happiness. Its not realistic and not fun. Especially that i have to worry so that city wont grow (and personally when im building empire i want my cities to grow so this is the opposite i want to see in game). And it incrases my cost of policies - something i dont want.
- and the opposite, small conquered city should not always impact my whole country happiness. Maybe with some policies but then we had to revert back to civics ...
-in previous game how much city will grow was mostly dependant on place where it was positioned. In some places it could even outgrow capital. But in this game its not the case. Every city could be big but game forces me to keep them small. So there is no strategy in placing them. And no strategy with managing them (like in civ IV you may say but well ...)
-conquered cities require you to build courthouse. But since its cost is high and maintenance is high noone who wants to be effective will keep such city and just raze it and build own one. Its stupid. To me if this had to stay, then cities should be not razeable at all. Especially that capitals you cant raze anyway. But that would limit conquering other countries even more.
-and finally martrime states giving you food. Do they really wanted we will feed our people always with imported food?
Im comparing games to reality when game mechanics dont work or are not fun. And in this game they dont. To give you example, why my population is unhappy because its big. How unhappy china should be in this case? Or big cities like New York? Something have to be changed with balance, and if possible - redesigned to single city happiness. Looks like even guru of gaming Sid can make mistakes and have to learn even having 20 years civ experience.
But maybe i am wrong. What is positive in global happiness, maybe you can tell me because i cant find any single thing.
To quickly compare two conquests in both Civ IV and V:
- civ IV when you got too many cities you were slower with research. Which is realistic. And you had few unhappy cities you had to manage.
- civ V when you conquer another nation you raze half his cities because you will stop producing things and even loose army strength (dont know why). But your research will be even higher because you have more population now ...
So you cant say that adding global happiness stops you from conquering whole world. In civ IV it was also the case but you wasnt razing cities or doing other crazy stuff ...
As i understand reason to move happiness to global was to make game more "streamlined" so people have easier time to figure what is going on. But the problem is that actually
a) nothing changed - there is still the same amount of "work", especially that you visit cities anyway
b) simplification created wierd behaviours
a.
In prevoius game i more or less knew what is going on in each city so there was no need to visit every city every turn to check if city is revolting or not. Especially later when i had notification than some city will grow next turn or even become unhappy (i dont remember if its mod or not since i was playing only with mods). Right now, when im balancing my unhappiness around zero (with my budget to keep positive) i dont know sometimes which cities i should cut down if i dont have other options (like buildings or resources). So i have to check almost every city i have and try to somehow avoid unhappiness and see if it is already "cut" or not yet. To me its the same amount of work in both cases. Simplified or not. But in global version it created artificial strategy so i can decide which city i have to be big - but it doesnt really matter.
Furthermore in civ IV managing cities was much more like you were controlling parts of your empire which translated to its whole effectiveness. Right now i cant find myself in this new mechanic.
b.
- now when i play i have to avoid growth in most of my towns (if i want to build farms and i should in normal game because in reality farms take most room on earth not trading posts) but this cut me from income.
- if i dont avoid growth then i have to build trading posts only, because production bonus are low and farms are no-no. (shouldnt trading posts clear forest also?) And i can just buy anything i want (why production at all in this game except wonders?) So current strategy is to just spam trading posts and in my current games food production without farms was enough.
-granaries and other food buildings. They are good sometimes but most often i have already too big population so i almost never build them. Especially with so long production times there is always something more important to build. In civ IV they had alot more uses and were more important.
-global happiness create gamey tactics like creating small city only to have happiness buildings in it to incrase global happiness. Its not realistic and not fun. Especially that i have to worry so that city wont grow (and personally when im building empire i want my cities to grow so this is the opposite i want to see in game). And it incrases my cost of policies - something i dont want.
- and the opposite, small conquered city should not always impact my whole country happiness. Maybe with some policies but then we had to revert back to civics ...
-in previous game how much city will grow was mostly dependant on place where it was positioned. In some places it could even outgrow capital. But in this game its not the case. Every city could be big but game forces me to keep them small. So there is no strategy in placing them. And no strategy with managing them (like in civ IV you may say but well ...)
-conquered cities require you to build courthouse. But since its cost is high and maintenance is high noone who wants to be effective will keep such city and just raze it and build own one. Its stupid. To me if this had to stay, then cities should be not razeable at all. Especially that capitals you cant raze anyway. But that would limit conquering other countries even more.
-and finally martrime states giving you food. Do they really wanted we will feed our people always with imported food?
Im comparing games to reality when game mechanics dont work or are not fun. And in this game they dont. To give you example, why my population is unhappy because its big. How unhappy china should be in this case? Or big cities like New York? Something have to be changed with balance, and if possible - redesigned to single city happiness. Looks like even guru of gaming Sid can make mistakes and have to learn even having 20 years civ experience.
But maybe i am wrong. What is positive in global happiness, maybe you can tell me because i cant find any single thing.
To quickly compare two conquests in both Civ IV and V:
- civ IV when you got too many cities you were slower with research. Which is realistic. And you had few unhappy cities you had to manage.
- civ V when you conquer another nation you raze half his cities because you will stop producing things and even loose army strength (dont know why). But your research will be even higher because you have more population now ...
So you cant say that adding global happiness stops you from conquering whole world. In civ IV it was also the case but you wasnt razing cities or doing other crazy stuff ...