Community Balance Patch - New Happiness System Explained

So buildings are worth double their yield (this makes buildings affect your disorder value a bit more than normal).
G

Is this only for the capital?

I've built no buildings that add to defense, unless the palace adds something that I'm not aware of.
 
Is this only for the capital?

I've built no buildings that add to defense, unless the palace adds something that I'm not aware of.

The palace adds strength (shields).

The 'buildings being factored twice' element happens in all cities, but your capital gets a defense building from the start.
G
 
Something I've been having in my latest games is that my cities never get bored. I'm making a focus on culture but nothing so strong that should make boredom never appear. The main problem, though, is that boredom counter buildings (like circus and coliseum) do nothing else, so they are worthless. All the other buildings have a a secondary purpose (extra defense, gold, knowledge). These buildings should at least contribute a little to culture, IMO.
 
The palace adds strength (shields).

The 'buildings being factored twice' element happens in all cities, but your capital gets a defense building from the start.
G

Thanks so much for the explanations, I think I understand it pretty well now.
 
Gazebo,
So i saw this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=115134695

I thought the immigration system fits perfectly into our new happiness system.
When the city is quite well-governed, protected, literate, and well-fed, it starts to absorb population from all around the world.
Vice versa,
When the city reaches its breaking point of civil disobedience, or the intense bombing and shelling forces them to become homeless, the city starts to lose population.
These people will migrate to other cities where they live a better life.

Yet, if the city gets too much immigrant it will create another problem which reduces the cities' happiness.
 
Gazebo,
So i saw this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=115134695

I thought the immigration system fits perfectly into our new happiness system.
When the city is quite well-governed, protected, literate, and well-fed, it starts to absorb population from all around the world.
Vice versa,
When the city reaches its breaking point of civil disobedience, or the intense bombing and shelling forces them to become homeless, the city starts to lose population.
These people will migrate to other cities where they live a better life.

Yet, if the city gets too much immigrant it will create another problem which reduces the cities' happiness.

I think a migrationsystem could work, but it needs to be built from scratch really, with the massive changes to happiness, population and policies in CPP just porting that mod here is going to mess things up.

Still I like the idea, but realisticly it would probably take a lot of work
 
Now, where are these numbers produced? By global averages. The game calculates the yield averages of every major civ-owned city and divides that by their populations. This value is considered the baseline for poverty/illiteracy/disorder/etc. - it is, essentially, the Global Quality of Life Index.
G

Just to be sure:
From a given yield, you take all of it globally produced, and divide it by the global population of the world? (both counted in all major civs' cities)
Should it be the same value for all cities? (apart from capitals, which you already mentioned)

EDIT: After some quick testing, I found that the cities with the same population size do share all of their yield tresholds for illiteracy/poverty/etc.
But two different population sized cities have some differences in the values. All of these cities have exactly the same buildings in them.
 
I want to increase happiness from luxuries, especially in early-game.
How can I make luxuries require less population?
 
I am not sure how many of you guys play marathon immortal/deity, but that is all that I play with this mod (and civ 5 in general). For both, I find unhappiness a little too aggressive, especially starting in late renaissance to modern era.

Unless you specifically get wonders with happiness and put a lot of your concentration on it, your smallish empire (7 cities) will be unhappy. On Deity it's almost impossible to keep your empire happy around this time period.

I enjoy the challenge of these settings, but it's not fun when you can't even expand from 5-7 cities in this time period because your empire is unhappy or very low on unhappiness. I've had to just quit many times at this point after spending hours and hours playing because the unhappiness was out of control with no way to fix it.
 
I am not sure how many of you guys play marathon immortal/deity, but that is all that I play with this mod (and civ 5 in general). For both, I find unhappiness a little too aggressive, especially starting in late renaissance to modern era.

Unless you specifically get wonders with happiness and put a lot of your concentration on it, your smallish empire (7 cities) will be unhappy. On Deity it's almost impossible to keep your empire happy around this time period.

I enjoy the challenge of these settings, but it's not fun when you can't even expand from 5-7 cities in this time period because your empire is unhappy or very low on unhappiness. I've had to just quit many times at this point after spending hours and hours playing because the unhappiness was out of control with no way to fix it.

My experience is limited to immortal, but I really don't see a problem. Even if you overexpand and drop into negatives you can usually deal with it as negative happiness isn't anywhere near as brutal as it is in vanilla.
 
I find the happiness system is well balanced until you reach the Modern Age. At that point it's too easy to build everything everywhere and end up with 50+ happiness if you have a good collection of luxuries and tenets.
 
I find the happiness system is well balanced until you reach the Modern Age. At that point it's too easy to build everything everywhere and end up with 50+ happiness if you have a good collection of luxuries and tenets.

It is probably to make ideologypressure managable, in earlier versions you pretty much had to have the same ideology as the tourismleader or you were going to drop cities left and right.

With some added happiness tenents however I believe unhappiness could easily be increased, I would once again suggest increasing the unhappiness from specialists, as you tend to run all specialists in all cities in lategame.
 
Ok that should help. I haven't played a game with the latest version yet because the AI wasn't settling any cities. Waiting for the next version.
 
It was boosted to .4 from .3 in the latest version of the CBP.
G

Is it possible to make it scale with number of specialists? Because I wouldn't like the first ones to give 1 unhappiness each but in the lategame it would sure be possible. Othervise bumping it up to 0.5 or 0.6 would probably not hurt.
 
Is it possible to make it scale with number of specialists? Because I wouldn't like the first ones to give 1 unhappiness each but in the lategame it would sure be possible. Othervise bumping it up to 0.5 or 0.6 would probably not hurt.

That'd be a pain to code, tbh. We'll try .4 for now, see how it goes.

G
 
I think .4 is a great number to test and work with, the effect already scales with era since later eras introduce so many more specialists.
 
I think .4 is a great number to test and work with, the effect already scales with era since later eras introduce so many more specialists.

There have been a lot of complaints about how good specialists are and how easy happiness-management gets later on, I just figured a higher number would make people consider working that mined hill instead of a engineer :D

Honestly however with how bad the productionbuildings(pre factory ofc) really are you are kinda forced to use the engineer to get any worth out of them. But hey, that's not really a problem.


That'd be a pain to code, tbh. We'll try .4 for now, see how it goes.

Thought so aswell but I have no clue about coding so I figured I might aswell mention it. Would making the first 1 or 2 specialists in each city free work? Would kinda make sense out of a IRL-perspective, you have your one specialized dude in your city that people generally feel proud about. But when you start having 3+ of them running around people just get mad about them not contributing to society.

Anyways with such a thing specialist unhappiness could be raised by a good bit. Maybe to 0.8
 
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