Wodhann
South American Norse God
- Joined
- Feb 27, 2014
- Messages
- 1,507
Ok, so I have fleshed out a part of my grand happiness "remake" idea. Be warned: This is a pretty "out there" concept, I took many liberties into developing it and thought in core game design terms more than balance terms. But I hope it serves us to take the discussion towards a fruitful path. And please READ THE WHOLE POST before criticizing.
"Comfort"
Basically it works like this: Rather than giving bonuses or penalties based on empire-wide characteristics, we focus on each citizen's comfort. But what is a comfortable citizen? A comfortable citizen is not necessarily a happy citizen, but it is a content one. This not about citizens being happy, more about them not being unhappy. Luxury resources and entertainment makes people happy, but comfort just prevents them from being miserable.
For each citizen, ask this question:
For 2: Culture speaks of many things, and gives a person a sense of identity, which without it, can cause social problems. Plus it punishes wide empires that can't (or won't) manage its cultural imput properly. Basically every citizen would require a certain amount of cultural output to be content.
For 3, I believe religion should play a part in it, and make religion a more relevant part of the game - and I also believe conflicting religions should have an effect on the citizens' comfort, as in, if a citizen belongs to a religion different from the city's converted religion, he should not be happy with that.
4 is self-explanatory - unemployed citizens should produce unhappiness.
About 5, it encourages empires to protect their cities, and hurts wide empires a bit as they have to spend more time fortifying than tall ones.
About 6, it speaks about occupied cities. A citizen led by a foreign leader will not like him.
About 7, it speaks about public opinion and ideologies.
For each of those questions, a "no" answer will give you a "discomfort point" for that particular category (that being, food, culture, religion, employment, safety, leadership and ideology). Summing up all discomfort points for each category will define how comfortable a citizen is:
Confortable: 0 discomfort, +0
.
Unconfortable: At least 1 discomfort. +1
.
Miserable: At least 3 discomfort. +2
.
Oppressed: At least 5 discomfort. +3
.
The advantage of a system like this is this: No more arbitrary unhappiness modifiers. No more instant unhappiness when you settle cities, no more of this "all citizens give you unhappiness regardless". If your citizens are unhappy, it's because you screwed up on something, and wide empires will have a higher chance of screwing up than tall ones.
As for coding, I see it would look something like this:
For example, if your city is in starvation, account for how many citizens the current food amount is sufficient to. The rest count as food discomfort points. Then move on to the next, count the cultural output, so let's say every citizen requires 5 culture output, if you have 4 citizens and +15 culture, you get a single cultural discomfort point. So on so forth until you've gathered all discomfort points for different categories, then just tally them together and apply the unhappiness based on the above reference. If you get for instance, a discomfort point in all categories and an additional 5 discomfort in the culture category, you get 3 + 5 unhappiness, which would represent an Oppressed and five Unconfortable citizens.
But it wouldn't necessarily have to be like that. I'm not a coder, so someone could think of a much simpler way to accomplish this. Keep in mind, what I'm doing here is simply scribbling on the white board - not laying out how it is to be developed specifically.
As for luxury resources and other sources of happiness, they can be tweaked according to how this new rule would pan out.
Now, the question in your minds: How does this help the wide vs tall problem?
The answer is simple: It presents more hardships for a wide empire to keep itself happy.
When building tall, you generally have everything - food, culture, safety and you rarely have occupied cities. When building wide though, this is not the case, as you generally are focusing on building things to assist you with conquest, or generally concerned with building the new cities up, none of them which help your population to be happy.
Now, does this fix the issue completely? No, nor it is supposed to. There are other problems, and putting all focus on just happiness will not fix them. I just developed this system to make the current system less arbitrary and more dependant on good city management than no-brainer "just increase happiness" strategy.
Ok, that was a long text, you're free to rip it apart now.
"Comfort"
Basically it works like this: Rather than giving bonuses or penalties based on empire-wide characteristics, we focus on each citizen's comfort. But what is a comfortable citizen? A comfortable citizen is not necessarily a happy citizen, but it is a content one. This not about citizens being happy, more about them not being unhappy. Luxury resources and entertainment makes people happy, but comfort just prevents them from being miserable.
For each citizen, ask this question:
- Is this citizen healthy and well fed?
- Is there enough culture to make this citizen a part of a society?
- Is this citizen's religion being well represented?
- Is this citizen working and feeling useful?
- Is this citizen secure?
- Is this citizen happy with his leader?
- Does this citizen agree with his ruler's ideology?
For 2: Culture speaks of many things, and gives a person a sense of identity, which without it, can cause social problems. Plus it punishes wide empires that can't (or won't) manage its cultural imput properly. Basically every citizen would require a certain amount of cultural output to be content.
For 3, I believe religion should play a part in it, and make religion a more relevant part of the game - and I also believe conflicting religions should have an effect on the citizens' comfort, as in, if a citizen belongs to a religion different from the city's converted religion, he should not be happy with that.
4 is self-explanatory - unemployed citizens should produce unhappiness.
About 5, it encourages empires to protect their cities, and hurts wide empires a bit as they have to spend more time fortifying than tall ones.
About 6, it speaks about occupied cities. A citizen led by a foreign leader will not like him.
About 7, it speaks about public opinion and ideologies.
For each of those questions, a "no" answer will give you a "discomfort point" for that particular category (that being, food, culture, religion, employment, safety, leadership and ideology). Summing up all discomfort points for each category will define how comfortable a citizen is:
Confortable: 0 discomfort, +0

Unconfortable: At least 1 discomfort. +1

Miserable: At least 3 discomfort. +2

Oppressed: At least 5 discomfort. +3

The advantage of a system like this is this: No more arbitrary unhappiness modifiers. No more instant unhappiness when you settle cities, no more of this "all citizens give you unhappiness regardless". If your citizens are unhappy, it's because you screwed up on something, and wide empires will have a higher chance of screwing up than tall ones.
As for coding, I see it would look something like this:
For example, if your city is in starvation, account for how many citizens the current food amount is sufficient to. The rest count as food discomfort points. Then move on to the next, count the cultural output, so let's say every citizen requires 5 culture output, if you have 4 citizens and +15 culture, you get a single cultural discomfort point. So on so forth until you've gathered all discomfort points for different categories, then just tally them together and apply the unhappiness based on the above reference. If you get for instance, a discomfort point in all categories and an additional 5 discomfort in the culture category, you get 3 + 5 unhappiness, which would represent an Oppressed and five Unconfortable citizens.
But it wouldn't necessarily have to be like that. I'm not a coder, so someone could think of a much simpler way to accomplish this. Keep in mind, what I'm doing here is simply scribbling on the white board - not laying out how it is to be developed specifically.
As for luxury resources and other sources of happiness, they can be tweaked according to how this new rule would pan out.
Now, the question in your minds: How does this help the wide vs tall problem?
The answer is simple: It presents more hardships for a wide empire to keep itself happy.
When building tall, you generally have everything - food, culture, safety and you rarely have occupied cities. When building wide though, this is not the case, as you generally are focusing on building things to assist you with conquest, or generally concerned with building the new cities up, none of them which help your population to be happy.
Now, does this fix the issue completely? No, nor it is supposed to. There are other problems, and putting all focus on just happiness will not fix them. I just developed this system to make the current system less arbitrary and more dependant on good city management than no-brainer "just increase happiness" strategy.
Ok, that was a long text, you're free to rip it apart now.