Mod Concept: Price of Progress

Nightguard

Warlord
Joined
May 11, 2008
Messages
131
In Rom and AND, right now the major source of unhappiness is 'crowding', that is, increased population in a city. While this is a good mechanic in regards to gameplay, I feel that historically there is another factor that could easily be replicated in game. My suggestion is that, as the level of technology in a civilization increases, the demand for luxury by the citizens also increases.

The easiest way to represent this would be to have specific technologies apply an unhappiness penalty to all of your cities, just like some technologies now apply a health bonus to each city. This would reflect the tendency of your people to want more as more becomes available, and also reflect the poor conditions of work seen in early industrialized nations. For example, the industrialization tech could apply a +1 unhappiness penalty in all cities, representing the poor working conditions seen in early factories.

Secondly, a number of production buildings could have an unhappiness penalty paired with them. I'm not thinking so much of the early game buildings like forges and guild halls. I'm thinking more the later game, high powered buildings, things like factories and assembly plants. This would also give the option of adding later tech upgrades of these buildings, ones that don't carry the unhappiness penalty, or at least have a reduced penalty. As an example, perhaps a Factory can carry +1 or +2 unhappiness, while a Modernized Factory duplicates the same production bonuses while having no penalty to unhappiness, as modern machinery and improved work environment reduce the unpleasantness of the work performed there.

The last thing I'd want to look at is some of the later tech buildings that give large, static value bonuses to cities, in particular the Skyscraper. This building in particular gives bonuses to food, production, and commerce, as it increases the population density in your cities. While the building already carries a massive production cost that can be seen as it's penalty, it would also be appropriate to apply an unhealth penalty and an unhappiness penalty. Higher population density adds to the impact of disease throughout the city, while the smaller living space and increased traffic density could certainly lead to unhappiness (how much do you like your rush hour commute, after all?).

I'll admit that I don't have the experience to code mods for Civ, and while I'm willing to learn, just looking through the component files hasn't really taught me enough to feel comfortable modding something like this. Also, I'm curious if this is something that other players would be interested in seeing added to AND. Opinions, everyone?
 
Okay, I like it, but you have to attach it to the best techs r people will simply dodge them as much as possible, that's the price of progress
 
The factories seem like a good idea, but Civ King is right that adding unhappiness to techs will just cause players to avoid them. What about adding unhappiness to Era's? It would be pretty hard to avoid those.
 
There are some chokepoint techs that tend to be necessary to advance, and those could be used to apply the unhappiness penalties, but you are right, it might be hard to get them applied to techs that both make sense and are hard for a player to avoid. Still, a player can only avoid techs for so long before it starts to close off the majority of their options for research. I'm going to have to spend some time looking at the tech tree to figure out where I'd really want to put penalties.

There was one other thought that occurred to me. It seems that there's already a check to see if a civ is significantly behind in the tech race in the Tech Diffusion mod. Perhaps having an opposite check, to see if a civ is significantly ahead in the tech race, could be used to see if a civ should have an unhappiness penalty? Representing the populace wanting to live in better conditions than 'the obviously primitive people around them'?
 
Representing the populace wanting to live in better conditions than 'the obviously primitive people around them'?

:confused: Don't quite follow that logic tbh; if a civ is significantly ahead everyone else, they get pissed about it? One would think they'd be happy living in houses with plumbing and heating when the neighbors suffer the elements in mud huts. :lol:
 
There are some chokepoint techs that tend to be necessary to advance, and those could be used to apply the unhappiness penalties, but you are right, it might be hard to get them applied to techs that both make sense and are hard for a player to avoid. Still, a player can only avoid techs for so long before it starts to close off the majority of their options for research. I'm going to have to spend some time looking at the tech tree to figure out where I'd really want to put penalties.

There was one other thought that occurred to me. It seems that there's already a check to see if a civ is significantly behind in the tech race in the Tech Diffusion mod. Perhaps having an opposite check, to see if a civ is significantly ahead in the tech race, could be used to see if a civ should have an unhappiness penalty? Representing the populace wanting to live in better conditions than 'the obviously primitive people around them'?

but they would also get happiness from the
"Bwahaha we are more civilized then the savage barbarians" effect
 
:confused: Don't quite follow that logic tbh; if a civ is significantly ahead everyone else, they get pissed about it? One would think they'd be happy living in houses with plumbing and heating when the neighbors suffer the elements in mud huts. :lol:

Are they really ahead of everyone else if the government hasn't set up modern roads, mass transit, electrical power grids, and indoor plumbing? A lot of what people in modernized nations expect for the comforts of modern living rely on services either provided or supported by the government. What I'm proposing is that the people in your civ will be unhappy unless your government (read, you) actually put forth the effort to provide the amenities your populace will demand.
 
Then have buildable roads, mass transit and indoor plumbing :dunno:
 
Yep. Any tech that will give :mad: should have it's building remove the penalty.
Maybe the text would be like "We demand the new amenities offered by our new technology"
 
:confused: Don't quite follow that logic tbh; if a civ is significantly ahead everyone else, they get pissed about it? One would think they'd be happy living in houses with plumbing and heating when the neighbors suffer the elements in mud huts. :lol:

You mean like we complain about increased petrol prices when people in elsewhere, even in our own countries, don't have enough food to eat!

This is an idea that has bothered me for quite some time - how do you simulate the fact that what is rare in one generation is necessary two generations later. Eg electricity, how can you play Civ without it:mischief:.
 
What you are trying to emulate, but failing to get at is Infrastructure. No one had an expectation to have Electricity until power companies wired the entire country. Now, you'd be crazy not to have electricity. It's actually the inherent flaw in socialistic policies; give the people a mile and they'll take ten. Then, when you try to save the budget, the people will vote you out of office.

Anyway, without turning this into a political debate, what has to happen is that resource happiness needs to fade with time. Let's say you just acquire gems. Your people love you. Over the next three hundred years, your people have steady access to gems of all types. Gems are taken for granted, given to kids for birthdays, and are a social norm. No one cares about Gems, and they don't bring extra happiness. Importing truckloads of new gems won't make anyone care. Diminishing returns. You see this in other places too. Bring a kid in Africa a McDonald's Happy meal and you'll be their best friend. Most American kids would throw half of it in the trash.

What needs to happen is diminishing returns. So, after 50-70 turns of having a new resource, or a new happiness inducing building, the return decreases. After 25 turns, it only is 75% effective. After 50, 50%. After 100 turns, 25%. After 200, 12.5%...
 
...

Anyway, without turning this into a political debate, what has to happen is that resource happiness needs to fade with time. Let's say you just acquire gems. Your people love you. Over the next three hundred years, your people have steady access to gems of all types. Gems are taken for granted, given to kids for birthdays, and are a social norm. No one cares about Gems, and they don't bring extra happiness. Importing truckloads of new gems won't make anyone care. Diminishing returns. You see this in other places too. Bring a kid in Africa a McDonald's Happy meal and you'll be their best friend. Most American kids would throw half of it in the trash.

What needs to happen is diminishing returns. So, after 50-70 turns of having a new resource, or a new happiness inducing building, the return decreases. After 25 turns, it only is 75% effective. After 50, 50%. After 100 turns, 25%. After 200, 12.5%...

Almost but not quite. The resource is utalised. It produces happiness for the rich. It becomes more common producing happiness for more people. It becomes a status symbol to give it to your slaves, more people become happy and the rich maintain their happiness. It starts to become very common but some people produce better and better quality of the goods. A new cheaper source is found. It starts to become normal. Something new comes along and replaces it displacing the old.

So instead of a strict time line like you suggest it becomes more related to what is going on in your civ. This is of course much more difficult to simulate.
 
I think infrastructure would be a good idea
 
Yep. Any tech that will give :mad: should have it's building remove the penalty.
Maybe the text would be like "We demand the new amenities offered by our new technology"

This seems like a very elegant and fun mechanic!

I like the idea of getting new technology not always being an obvious choice. (anything that makes choices more difficult is an improvement if you ask me.) On top of adding a bit of depth, it's also a very lightweight and simple mechanic that makes realistic sense. Nifty.
 
Instead of new technologies causing unhappiness, what if tech leads caused unhappiness? The farther ahead you are technologically, the more things the population would demand from you.
 
That's, uh, interesting. How would that idea play out?
 
Instead of new technologies causing unhappiness, what if tech leads caused unhappiness? The farther ahead you are technologically, the more things the population would demand from you.

I like the city-wide effects more I think. The idea of an advanced civ settling a city and having everyone there be miserable because they don't have electricity or a movie theater or whatnot is really appealing to me. Makes late-game expansion not as much of a breeze as it's always been
 
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