So how happy are we with the happiness system? Its gone through a great many iterations and changes, so where do we stand with the current product?
My thoughts compared to where I saw it many months ago.
Pros:
1) Much more stable. I know others may have differing experiences, but I have found the current system swings less than the old models did. In the past, I would see crazy swings of unhappy, especially with famine mods (which look to be good now, woot!). In this one, I generally feel I know where my happiness is.
2) UI much improved. The system will always be more obscure than the base system, but the UI has come a long way. The city tooltip on the main screen, the detailed happiness look in the detailed city screen....all great additions.
Cons:
1) Luxuries have gone from super important to a nonfactor. The base game makes luxuries super important, some would argue too much. For a while I thought the system had a nice balance with scaling luxuries, but I think its gone too far. Luxuries aren't really important unless you get the full Industry policy.
2) I feel very little control over my happiness, especially early game. Right now happiness just feels like something "that is". I don't feel a lot of direct control over it. The early buildings that reduce needs....they are so minor (5% in many cases) that I don't bother. Sometimes a library reduces my iliteracy....sometimes it doesn't. Whether true or not, I don't feel like happiness is a part of my main game play. I choose a policy every so often to get happiness, I take my luxuries when I can get it, I make sure my cities are connected (as that kills you on unhappiness)....but otherwise I basically ignore it.
3) The success of other parts of the mod may have removed some of the value.
One of the things I liked about the system when it first came out is it gave me good incentive to build buildings when I wouldn't before. I will build walls to help my defense and lower my unhappy!
But the mod has done such a good job with balancing buildings and the like I don't see the need anymore. I don't build walls to fight unhappiness....I build walls because you need freaking walls if you want to defend your city!
The espionage system actually makes putting spies in non capitals worthwhile, so now constabularies are more generally useful. The unit purchase system makes spreading barracks, armories, and military academies good to build in several places.
Buildings are so front-loaded now that they have value in satellite cities without the unhappiness reduction. A library in a size 3 city with a specialist still provides 3 science....up to 6 or even 8 in later stages of the game....and only 3 less than a big size 18 city. So it pays to build those libraries and markets.
I don't need a system to drive me to build buildings anymore....I want to do it all on my own. And with that drive gone....what does the system really provide that is better than the old one?
My thoughts compared to where I saw it many months ago.
Pros:
1) Much more stable. I know others may have differing experiences, but I have found the current system swings less than the old models did. In the past, I would see crazy swings of unhappy, especially with famine mods (which look to be good now, woot!). In this one, I generally feel I know where my happiness is.
2) UI much improved. The system will always be more obscure than the base system, but the UI has come a long way. The city tooltip on the main screen, the detailed happiness look in the detailed city screen....all great additions.
Cons:
1) Luxuries have gone from super important to a nonfactor. The base game makes luxuries super important, some would argue too much. For a while I thought the system had a nice balance with scaling luxuries, but I think its gone too far. Luxuries aren't really important unless you get the full Industry policy.
2) I feel very little control over my happiness, especially early game. Right now happiness just feels like something "that is". I don't feel a lot of direct control over it. The early buildings that reduce needs....they are so minor (5% in many cases) that I don't bother. Sometimes a library reduces my iliteracy....sometimes it doesn't. Whether true or not, I don't feel like happiness is a part of my main game play. I choose a policy every so often to get happiness, I take my luxuries when I can get it, I make sure my cities are connected (as that kills you on unhappiness)....but otherwise I basically ignore it.
3) The success of other parts of the mod may have removed some of the value.
One of the things I liked about the system when it first came out is it gave me good incentive to build buildings when I wouldn't before. I will build walls to help my defense and lower my unhappy!
But the mod has done such a good job with balancing buildings and the like I don't see the need anymore. I don't build walls to fight unhappiness....I build walls because you need freaking walls if you want to defend your city!
The espionage system actually makes putting spies in non capitals worthwhile, so now constabularies are more generally useful. The unit purchase system makes spreading barracks, armories, and military academies good to build in several places.
Buildings are so front-loaded now that they have value in satellite cities without the unhappiness reduction. A library in a size 3 city with a specialist still provides 3 science....up to 6 or even 8 in later stages of the game....and only 3 less than a big size 18 city. So it pays to build those libraries and markets.
I don't need a system to drive me to build buildings anymore....I want to do it all on my own. And with that drive gone....what does the system really provide that is better than the old one?