CGG1066
Minister of Finance
So - people have been wanting rebellions and revolutions, and all that; or complaining about civilization-wide unhappiness. However, I think the largest problem is that the game incentivizes ignoring happiness unless you're near one of two thresholds 0 or 10 - which is really odd because happiness has replace health/food(to some degree)/city maintenance/corruption as the limiting factor to just about all aspects of the game. Since decisions are made on the margin - why would I try to improve happiness if it doesn't help me with any of these thresholds. In thinking about how to solve this problem, I think I've reached a simple solution that - in all cases - gives value to additional happiness, as well as gives some other commentators what they want.
(As always - numbers are gut feelings of what would work, if/when this idea is ever implemented, they will probably need adjusting.)
Unhappiness causes unemployment
For each 1 unit of between 1-10 , 2% of the population is locked in as an unemployed citizen. The first citizen that becomes unemployed is the least productive citizen (as measured by the sum of + + ) in the entire civilization, the second citizen which becomes unemployed is the second least productive citizen, etc.
This means that if you have 1 , you probably wouldn't even notice - as less than 2% of your production goes away (you only lose the least productive citizens, so - really at lot less than 2%). But once you have 7 or so , you're looking at a 10% or so loss of resources produced per turn . . . and that begins to hurt. With each additional , the losses also increase, as more productive citizens become unemployed.
(Yes, a player could reassign a citizen from a more productive tile to the tile the unemployed citizen was working if they want, but the city will still have an unemployed citizen "locked in").
This makes happiness a bit self correcting, unemployment leads to less food production, which can lead to starvation in marginal cities. (other mechanisms could also fit very well here - like killmeplease's emigration mod).
Growing discontent
For each unit of 10 or greater, the same 2% rule applies, but your army also gets a -5% combat bonus. Once again - that could be important right away, but the real sting comes when these penalties add up.
These two ideas bring in the marginal decision making that solve the worse problem (which was my original goal). But if you want rebellions/revolutions - well you know you can count me . . . in!:
All politics is local
When 34% of the city's citizens becomes unemployed, partisans appear! (notice how this brings a local aspect to happiness. Since unemployment is based on the relative productivity or citizens, it is possible - and I would guess probable - that unproductive citizens are in the same city, or group of cities. So even though unhappiness levels are civilization wide - extreme unhappiness consequences can be localized).
When in the course of human events . . .
When 51% of a city's population becomes unemployed, it goes into disorder . After 5 turns of disorder it breaks away. If it is a puppet or a city annexed from another civ, control reverts back to the previous owner. If it is not, then a new civilization not previously in the game takes control (and declares war on you, naturally).
Your capital will never revolt, even if 100% of it's citizens are unemployed. (Although your citizens would be starving and you would have lost all your other cities)
(As always - numbers are gut feelings of what would work, if/when this idea is ever implemented, they will probably need adjusting.)
Unhappiness causes unemployment
For each 1 unit of between 1-10 , 2% of the population is locked in as an unemployed citizen. The first citizen that becomes unemployed is the least productive citizen (as measured by the sum of + + ) in the entire civilization, the second citizen which becomes unemployed is the second least productive citizen, etc.
This means that if you have 1 , you probably wouldn't even notice - as less than 2% of your production goes away (you only lose the least productive citizens, so - really at lot less than 2%). But once you have 7 or so , you're looking at a 10% or so loss of resources produced per turn . . . and that begins to hurt. With each additional , the losses also increase, as more productive citizens become unemployed.
(Yes, a player could reassign a citizen from a more productive tile to the tile the unemployed citizen was working if they want, but the city will still have an unemployed citizen "locked in").
This makes happiness a bit self correcting, unemployment leads to less food production, which can lead to starvation in marginal cities. (other mechanisms could also fit very well here - like killmeplease's emigration mod).
Growing discontent
For each unit of 10 or greater, the same 2% rule applies, but your army also gets a -5% combat bonus. Once again - that could be important right away, but the real sting comes when these penalties add up.
These two ideas bring in the marginal decision making that solve the worse problem (which was my original goal). But if you want rebellions/revolutions - well you know you can count me . . . in!:
All politics is local
When 34% of the city's citizens becomes unemployed, partisans appear! (notice how this brings a local aspect to happiness. Since unemployment is based on the relative productivity or citizens, it is possible - and I would guess probable - that unproductive citizens are in the same city, or group of cities. So even though unhappiness levels are civilization wide - extreme unhappiness consequences can be localized).
When in the course of human events . . .
When 51% of a city's population becomes unemployed, it goes into disorder . After 5 turns of disorder it breaks away. If it is a puppet or a city annexed from another civ, control reverts back to the previous owner. If it is not, then a new civilization not previously in the game takes control (and declares war on you, naturally).
Your capital will never revolt, even if 100% of it's citizens are unemployed. (Although your citizens would be starving and you would have lost all your other cities)