I feel like crime existed in a fine state for a long time. We have issues because its exponentially scaling (the issues really only start at about 30 pop, which is just because its exponential)
Right, but like 6 months or a year ago, did you have issues?Even before hitting 30, my capitals have a weirdly high crime rate. There's something more intrinsic going on.
Which is why production should also be a factor, so focus can be shifted to correct this without punishing you too harshly.Food should be avoided if you have happiness issues. I'm growing too much, so I need to work more food? It just seems iffy to me.
Depends on the combination. Gold's a very versatile yield that can combat all needs through investing. If anything it makes asceticism more appealing.Diligence > Thrift (I think its already better overall, but this seals the deal)
Will Aqueduct->Hospital also be switched to distress?
Will Poverty reduction be added elsewhere to compensate?
Ostrog is already an incredible building. As long as it doesn't require walls I think changes to it probably aren't necessary prior to testing
Mission is a really strange one because you can faith buy them instantly, so once again I'd prefer to wait and see
Walls of Babylon was a marginally situational building before this change. Have you given much thought to how Babylon will be compensated for losing their big lead on crime?
As interesting as the discussion is, honestly, as I've thought about it more I'm in the don't change it camp.
My reason....gold version. We are trying to get down to the very last few changes.....and now we are tearing up the happiness system by its roots and making dramatic changes. This is going to impact happiness, buildings, religious beliefs, leaders, etc. It has ramifications in a lot of places. We have been making adjustments to the happiness system....FOR YEARS. Its time to put it to bed.
I'm back to just make a change to the formula to account for high pop cities. Yes the formula is inelegant.....but no one is going to notice. None of us look at the needs on our cities and pull out the calculator to crunch the formula and see how that number came up. We will see a need. And when the city grows big the need will still increase....just a little bit slower. No one will notice that the math changed a little bit, and we don't have to tear up a bunch of other balance work to fix it.
G I'm appealing to you on this. I know you don't like the math. I get it....but really and truly if we are going to put the gold shine on this baby and immortalize this as a wonderful and beautiful project (as opposed to that project that just never quite got finished), we have to stop messing with the innards.
I feel like crime existed in a fine state for a long time. We have issues because its exponentially scaling (the issues really only start at about 30 pop, which is just because its exponential)
Right, but like 6 months or a year ago, did you have issues?
I've been able to handle it. I just expect to expand less than before, or invest in happiness from something like pacifism.
No, a year ago Gazebo had the perfect game!
I do the same thing as you now. It works. I'm just noting that there's something going on with capitals, whether it be being a "capital," or their size relative to other cities -- apart from hitting 30.
In this case, I disagree. YEAH, Iam back!It's not just capitals. And it's not just because of the pop scaler.
G
Then you are really doing bad. If half the cities in the world are generating at least 50 extra food per population (meaning that a city with 10 population is generating 500 excedent food), then you should be able to produce some growth on your own. The exception could be when producing settlers.If your generating only 1 or 2 food vs a median of 50?
Yes, zero is the lower limit. But two things. 1. You can select 'Avoid growth', I believe that this still produces excedent food, only that it just does not allow your cities to generate new citizens. 2. You are assuming that the unhappiness is going to be calculated as a ratio. Anything divided by zero is infinite, so you are fearing infinite unhappiness. But there are other ways to compare growth per population in your city to the median.Now Growth.... wheres the lower limit? Zero, if you dont want to kill your population.
I usually had too much happiness, so I didn't bother about crime going up and down. I guess that trying to reduce it (by increasing pop demands) is what has shown how budgy the crime is. Crime has always been the biggest unhappiness in my tall cities. When growing your city, you can use your population to get more culture, science and gold, but you cannot use it for increasing defense. I see your point about arsenals, but if it ends up being an useless building, maybe a little extra supply might do the trick (tightening beforehanded the total supply so it counts).Right, but like 6 months or a year ago, did you have issues?
Not needed. The median already does its work: it removes from the comparison capitals and most cities with guilds and world wonders. So you are really comparing your city to a completely normal city without guilds and world wonders, and not recently settled either.If you have a city of any population, it’s needs should be compared against the output of all cities globally but only on the lower side of the average except for technology which I think is perfect right now (requiring more from tech leaders and stopping snowballs)
Its not about doing badly, not being able to produce excess food. Its about the decision to stop growth. If your cities are already too big and generate lot of unhappiness, you want to stop the growth to fight it. But in the same turn you stop growth and use your citizen as specialists to fight boredom, poverty and illiteracy, your unhappiness from specialists rise AND your distress rises. In most cases you want to stop growth in your biggest cities, and reducing a value from "fitting the median" down to zero or 5-10% of it will cause tremendous unhappiness cause of the large population and the big swing.Then you are really doing bad. If half the cities in the world are generating at least 50 extra food per population (meaning that a city with 10 population is generating 500 excedent food), then you should be able to produce some growth on your own. The exception could be when producing settlers.
I dunno if its calculated as ratio. But my cities are well working, and even with lot of culture, science and gold generation, they generate huge amounts of unhappiness.. I dont want to know how much unhappiness you generate, if one of the needs is only satisfied with 0-5%. ( which is possible, if you only count excess food)Yes, zero is the lower limit. But two things. 1. You can select 'Avoid growth', I believe that this still produces excedent food, only that it just does not allow your cities to generate new citizens. 2. You are assuming that the unhappiness is going to be calculated as a ratio. Anything divided by zero is infinite, so you are fearing infinite unhappiness. But there are other ways to compare growth per population in your city to the median.
For example:
People_affected_by_crime = City_population * (N_discovered_techs / Total techs) * (Median_value - City_value) / Median_value. When Median_value > City_value. And these values are the excedent food per citizen in each case.
It can make 100% of your population unhappy in the late game if neglecting food, but you can limit it to be only 25% of the total city size if you like.
Click on 'Avoid growth'. You prevent further citizens increasing your unhappiness while allowing some excedent food (growth), meanwhile you get new infrastructure.Its not about doing badly, not being able to produce excess food. Its about the decision to stop growth. If your cities are already too big and generate lot of unhappiness, you want to stop the growth to fight it.
It's not just capitals. And it's not just because of the pop scaler.
G
This, mostly.Thus, once a city gets over 25 or so population, Crime increases even after the player has exhausted every available tool to fight it (built every defense and crime reduction building, garrisoned strongest unit).
If you stop the growth, you go down to ZERO or irrelevant low values in fighting the median of distress. What will happen if you sell all your defence buildings and dont use a garison in a 25 population city? Tell me, cause its that what will happen if you stop growth in a city, using your mechanic.Click on 'Avoid growth'. You prevent further citizens increasing your unhappiness while allowing some excedent food (growth), meanwhile you get new infrastructure.
This, mostly.
Also, there are big jumps in happiness when building defensive buildings. In my case, when I find myself having like 6 crime in most my cities, I build castles everywhere, and this suddenly reduces unhappiness by 4 in each city. This is a jump of 20 happiness in very few turns.
Crime is wonky because defense is yield you have no granularity of control on. Either you have the defensive buildings, either you don't. You can't work more "policeman specialist slot" to decrease crime (though it would be a fun new kind of specialist), and you can't work tiles that increase defense (and adding defense as a tile yield is not possible without major performance problems)Now I’m confused about what the problem is. It seems important to define the problem to get to the solution. In what way is Crime wonky?