BiteInTheMark
Deity
Based on my poll about happiness components and a lot of people talking about happiness issues, I want to jump on the train @Stalker0 have started to make possibly a modmod for a new happiness system.
(you can still vote for it here: https://forums.civfanatics.com/threads/what-should-the-happiness-system-achieve-poll.664984/)
Shortening the results here: Happiness should mainly care about Expansion and Growth, War and Infrastructure, later on a tool to force Ideologies.
Ilteroi, Tu_79 and I had the same Idea. A currency which links each of those components with each other and make it harder to follow the main paths of Growth (Tall/Tradition), Expansion (Thick/Progress) and War (wide/Authority) at the same time. The core of the new system will be based on a good Infrastructure, but will not depend on it solely.
So let's get started:
Happiness/Unhappiness gets replaced with stability points (SP). SP are earned like a local yield per turn and add to a empire wide bank (like gold). You can earn SP mostly through luxuries and buildings.
Some of the options to earn SP also increase the maximum of the bank (each additional founded/annexed city beyond your capital do this too). The relative amount of SP you have collected in comparison to your maximum defines the stability of your empire, which can range from 0-100%.
The stability of your empire is at the same time a negative modifier for your SP income.
This means, it's relatively easy to climb out of a bad situation and stabilize, but if you want to reach a high value of stability, you need to play good. Reaching a high value is lucrative, cause it offer benefits, while having a low stability harms you.
The percentual Stability Point decrease is not the only negative effect you have to face. For each victory condition (except DipV, cause there's no real playstiles for it), there are 2 main drains of stability to balance the system.
Culture Victory: growth and specialist usage
Domination Victory: expansion and war weariness
Science Victory: researching and specialist usage
Points Victory (peaceful wide): expansion and growth
Options to gain SP:
- First source is the palace, which give a strong bonus (1)
- Atleast one normal building in each era, which generate SP per turn and increase the maximum of SP (+0,1 per turn and +2 to maximum, 2nd era building +0,2 per turn and +4 maximum etc. )
- luxuries generate SP on two ways
*each luxury generate a small amount of SP on a local city level (yields on tile)
*each unique luxury generate a big amount of SP directly
- natural wonders offer direct local SP
- Policies can add SP to the buildings, improvements, specialists, etc., can decrease the SP reduction effect or shrink effects of different SP drains.
- a Process which is able to double the SP-generation of a city to stabilize after a hard stability hit or make it possible to be longer at war
Locality
(not a big friend of it, but cause more people like local "happiness" treatment than global, this is an option)
Cause SP can be treated as a normal yield, each city earn those on a local level. The amount of local SP earned can be compared to a national/international average/median, which will in return offer benefits, if the city is above or penalties if the city is below of it.
(early game, cities with more luxuries will be more stable than those without, cause luxuries also give some SP on a local level. But over time, buildings will have more impact than luxuries, so cities without luxuries can be as good as those with.)
(Optional: Locality II - Beautyness)
Cause happiness/stability is now bound on a countable yield, we could give terrain aspects a value. Having forests around may be good for the Iroquese, a lot of water may be nice for Polinesia or Carthage, the Inka like mountains. Pantheons, such as God of Nature for mountains or God of Desert could benefit too. And on the other side, having too many swamp, desert or snow tiles could be harmful for the city stability. (I think most people would be happier to walk at sunshine over a beach than through a permanent half darkness in a cold tundra outpost.)
Empire stability effect
Different treshholds are set. Going above a higher treshhold gives the empire benefits, dependant how much you are above of it. (You gain +2% border growth and +1% growth for each additional percent above 60%, +1% gold for each additional percent above 70%, +1% culture and science for each additional percent above 80%, for example)
On the other side, you receive penalties for being below specific treshholds and/or specific actions are forbidden. (Beeing below 30% could increase your unit maintenance by +1% for each percent below, beeing below 25% forbids the construction of diplomatic units and settlers and below 20% you can´t declare war or annex cities, for example [thanks to Tu_79]).
How you lose SP:
SP Reduction Effect (SPRE)
Based on the amount of SP you have in comparison to your maximum, your generation of SP gets decreased, this is the SP Reduction Effect (SPRE). If your stability has reached 50%, your SP income is decreased by 50%, if you have reached 60%, your income is reduced by 60%.
Expansion:
Gaining a tile by what ever reason, decreases your SP directly by a flat value. (this effect increase with each era)
Founding/conquering a city will trigger this too, dependant on the amount of tiles you gain by this action (this idea is based on Pineappledans rework of Spain, the code for this is already written)
Long term advantage of founding/annexing cities is a flat increase of maximum SP, slightly weakening the SP-reduction and offer bigger buffer vs. small impacts.
Puppets never generate any SP, nor do they ever increase the maximum SP, but they are able to drain your SP by tile gain and citizen birth (see below)
Growth
The birth of a citizen reduce your SP by a flat value, this value is multiplied with the already existing population in the city
War weariness
Units getting harmed or killed reduce your SP by a flat value. The lost SP is based on unit strength and percentual health loss. A power 20 unit losing 50% of its health does the same damage as a power 40 unit losing 25% of its health.
(at the moment, the war weariness also uses damage done to units for its calculation, but is hidden in the background and only comes into action slowly. The basic code for this concept is already written)
Harming or killing other units cause SP damage as well, but only to a degree of 33%-50%. (I don't like the mechanic, but I think it's necessary for balancing warmongers)
Improvements getting pillaged causes a one time flat SP hit
Over the time, the decreasing effect of the SP-Bank gets greater, the longer you are at war. (this effect increases, the more units you have in enemy territory, simulating the attrition of an invasion)
Specialist usage (urbanization)
The relative amount of specialists in comparison with your total population defines how much urbanization you have.
For each 3% of population working as specialist, you lose 1% of your total SP generation. (numbers open to discuss)
Researching
Researching a technology decreases your SP. Personally, I would chose this option:
Based on a formula and your population, you lose a flat amount of SP (for example: 5+0,1*population )
But other options are possible too. Maybe you always lose 5-10% of your maximum SP per researched tech, or researching a tech costs you a defined number of SPs and it gets increased by Era.
Ideologies
No much change here. The greater the tourism of civs with other ideologies, the greater is the pressure on your stability. Represented with a reduction of your SP generation through the SP reduction effect.
Policy trees
Tradition
- National wonders generate flat SP
- Treshholds starts working 5% lower (good and bad ones)
Progress
- city center generates a mediocre amount of SP
- 25% less SP impact of gaining tiles by gold/culture/founding
Authority
- 15% less SP impact from unit damage and war length
- cities with a garrison generate a mediocre amount of SP
Fealty
- protective buildings (wall,...) generate a low amount of SP
- 20% less impact from citizen birth
Statecraft
- Gain a low amount of SP for each CS friend, a mediocre amount of SP for each CS ally
- +20% effect from global luxuries
Artistry
- up to 5% SP reduction effect from urbanization is negated
- SP from World wonders and themes
Industry
- double the impact from local luxuries
- each 3 active trade routes decrease the SP reduction effect by 1%
Imperialism
- puppets offer 25% of their SP generation and maximum to the empire
- military buildings offer a small amount of SP
Rationalism
- small amount of SP from specialists
- 20% less impact from researching a technology
(optional rebel spawn)
At very low stability, rebels can spawn after a 4 turn alarming time. They randomly spawn at the 3 cities with the lowest SP generation. Cause puppets didn't generate SP, those are chosen first. It always spawn 6 barbarians, as close to the city as possible, in worst case, as a ring, which blocks the city (and its regeneration). Those barbarians get a promotion, which denies pillaging for them, but also gives them +33% protection against city attack.
(Optional: Golden age)
I think it's not that difficult to adjust the current Golden age mechanic with this system, but I want to show also here a different idea:
Golden ages always happens with the entry of a new era. The maximum of the GA length is set to 20 turns. With the start of the GA, your average empire stability modifies the length of it. An average stability of 50% since the last entry in a new era would give you guaranteed GA of 10 turns.
Policies/Monopolies/Wonders of course could modify this too.
Coding and balancing
The target of the new system is mainly to make it easy to understand and predictable. The amount of text I have written may show something different, but in the end, its all based on a simple currency system like gold in the game. There are only 3 components; earning SP per turn nearly exclusivly on a local city level like gold, a modifier, which decreases your SP income, and actions, which reduces your earned SP.
Changing one of the aspects didnt influence the other aspects, the only connection is the SP bank. If one thing changes (tech progress goes faster like in last version), changing the linked aspect (SP reduction for researching a tech) can be individually adjusted.
The code for all suggested mechanics is already there.
I also made some thoughts about balancing. If its possible, the "new" system could be intregraded ADDITIONALLY to the current system, but for some time only for aesthetics. People could track their "empire stability" nearby and report, if some actions are too weak or too strong. If most people agree that chosen values looks good, only then, we could swap to the new system fully. (thoughts from someone with only rudimentary coding abilities )
(you can still vote for it here: https://forums.civfanatics.com/threads/what-should-the-happiness-system-achieve-poll.664984/)
Shortening the results here: Happiness should mainly care about Expansion and Growth, War and Infrastructure, later on a tool to force Ideologies.
Ilteroi, Tu_79 and I had the same Idea. A currency which links each of those components with each other and make it harder to follow the main paths of Growth (Tall/Tradition), Expansion (Thick/Progress) and War (wide/Authority) at the same time. The core of the new system will be based on a good Infrastructure, but will not depend on it solely.
So let's get started:
Happiness/Unhappiness gets replaced with stability points (SP). SP are earned like a local yield per turn and add to a empire wide bank (like gold). You can earn SP mostly through luxuries and buildings.
Some of the options to earn SP also increase the maximum of the bank (each additional founded/annexed city beyond your capital do this too). The relative amount of SP you have collected in comparison to your maximum defines the stability of your empire, which can range from 0-100%.
The stability of your empire is at the same time a negative modifier for your SP income.
This means, it's relatively easy to climb out of a bad situation and stabilize, but if you want to reach a high value of stability, you need to play good. Reaching a high value is lucrative, cause it offer benefits, while having a low stability harms you.
The percentual Stability Point decrease is not the only negative effect you have to face. For each victory condition (except DipV, cause there's no real playstiles for it), there are 2 main drains of stability to balance the system.
Culture Victory: growth and specialist usage
Domination Victory: expansion and war weariness
Science Victory: researching and specialist usage
Points Victory (peaceful wide): expansion and growth
Options to gain SP:
- First source is the palace, which give a strong bonus (1)
- Atleast one normal building in each era, which generate SP per turn and increase the maximum of SP (+0,1 per turn and +2 to maximum, 2nd era building +0,2 per turn and +4 maximum etc. )
- luxuries generate SP on two ways
*each luxury generate a small amount of SP on a local city level (yields on tile)
*each unique luxury generate a big amount of SP directly
- natural wonders offer direct local SP
- Policies can add SP to the buildings, improvements, specialists, etc., can decrease the SP reduction effect or shrink effects of different SP drains.
- a Process which is able to double the SP-generation of a city to stabilize after a hard stability hit or make it possible to be longer at war
Locality
(not a big friend of it, but cause more people like local "happiness" treatment than global, this is an option)
Cause SP can be treated as a normal yield, each city earn those on a local level. The amount of local SP earned can be compared to a national/international average/median, which will in return offer benefits, if the city is above or penalties if the city is below of it.
(early game, cities with more luxuries will be more stable than those without, cause luxuries also give some SP on a local level. But over time, buildings will have more impact than luxuries, so cities without luxuries can be as good as those with.)
(Optional: Locality II - Beautyness)
Cause happiness/stability is now bound on a countable yield, we could give terrain aspects a value. Having forests around may be good for the Iroquese, a lot of water may be nice for Polinesia or Carthage, the Inka like mountains. Pantheons, such as God of Nature for mountains or God of Desert could benefit too. And on the other side, having too many swamp, desert or snow tiles could be harmful for the city stability. (I think most people would be happier to walk at sunshine over a beach than through a permanent half darkness in a cold tundra outpost.)
Empire stability effect
Different treshholds are set. Going above a higher treshhold gives the empire benefits, dependant how much you are above of it. (You gain +2% border growth and +1% growth for each additional percent above 60%, +1% gold for each additional percent above 70%, +1% culture and science for each additional percent above 80%, for example)
On the other side, you receive penalties for being below specific treshholds and/or specific actions are forbidden. (Beeing below 30% could increase your unit maintenance by +1% for each percent below, beeing below 25% forbids the construction of diplomatic units and settlers and below 20% you can´t declare war or annex cities, for example [thanks to Tu_79]).
How you lose SP:
SP Reduction Effect (SPRE)
Based on the amount of SP you have in comparison to your maximum, your generation of SP gets decreased, this is the SP Reduction Effect (SPRE). If your stability has reached 50%, your SP income is decreased by 50%, if you have reached 60%, your income is reduced by 60%.
Expansion:
Gaining a tile by what ever reason, decreases your SP directly by a flat value. (this effect increase with each era)
Founding/conquering a city will trigger this too, dependant on the amount of tiles you gain by this action (this idea is based on Pineappledans rework of Spain, the code for this is already written)
Long term advantage of founding/annexing cities is a flat increase of maximum SP, slightly weakening the SP-reduction and offer bigger buffer vs. small impacts.
Puppets never generate any SP, nor do they ever increase the maximum SP, but they are able to drain your SP by tile gain and citizen birth (see below)
Growth
The birth of a citizen reduce your SP by a flat value, this value is multiplied with the already existing population in the city
War weariness
Units getting harmed or killed reduce your SP by a flat value. The lost SP is based on unit strength and percentual health loss. A power 20 unit losing 50% of its health does the same damage as a power 40 unit losing 25% of its health.
(at the moment, the war weariness also uses damage done to units for its calculation, but is hidden in the background and only comes into action slowly. The basic code for this concept is already written)
Harming or killing other units cause SP damage as well, but only to a degree of 33%-50%. (I don't like the mechanic, but I think it's necessary for balancing warmongers)
Improvements getting pillaged causes a one time flat SP hit
Over the time, the decreasing effect of the SP-Bank gets greater, the longer you are at war. (this effect increases, the more units you have in enemy territory, simulating the attrition of an invasion)
Specialist usage (urbanization)
The relative amount of specialists in comparison with your total population defines how much urbanization you have.
For each 3% of population working as specialist, you lose 1% of your total SP generation. (numbers open to discuss)
Researching
Researching a technology decreases your SP. Personally, I would chose this option:
Based on a formula and your population, you lose a flat amount of SP (for example: 5+0,1*population )
But other options are possible too. Maybe you always lose 5-10% of your maximum SP per researched tech, or researching a tech costs you a defined number of SPs and it gets increased by Era.
Ideologies
No much change here. The greater the tourism of civs with other ideologies, the greater is the pressure on your stability. Represented with a reduction of your SP generation through the SP reduction effect.
Policy trees
Tradition
- National wonders generate flat SP
- Treshholds starts working 5% lower (good and bad ones)
Progress
- city center generates a mediocre amount of SP
- 25% less SP impact of gaining tiles by gold/culture/founding
Authority
- 15% less SP impact from unit damage and war length
- cities with a garrison generate a mediocre amount of SP
Fealty
- protective buildings (wall,...) generate a low amount of SP
- 20% less impact from citizen birth
Statecraft
- Gain a low amount of SP for each CS friend, a mediocre amount of SP for each CS ally
- +20% effect from global luxuries
Artistry
- up to 5% SP reduction effect from urbanization is negated
- SP from World wonders and themes
Industry
- double the impact from local luxuries
- each 3 active trade routes decrease the SP reduction effect by 1%
Imperialism
- puppets offer 25% of their SP generation and maximum to the empire
- military buildings offer a small amount of SP
Rationalism
- small amount of SP from specialists
- 20% less impact from researching a technology
(optional rebel spawn)
At very low stability, rebels can spawn after a 4 turn alarming time. They randomly spawn at the 3 cities with the lowest SP generation. Cause puppets didn't generate SP, those are chosen first. It always spawn 6 barbarians, as close to the city as possible, in worst case, as a ring, which blocks the city (and its regeneration). Those barbarians get a promotion, which denies pillaging for them, but also gives them +33% protection against city attack.
(Optional: Golden age)
I think it's not that difficult to adjust the current Golden age mechanic with this system, but I want to show also here a different idea:
Golden ages always happens with the entry of a new era. The maximum of the GA length is set to 20 turns. With the start of the GA, your average empire stability modifies the length of it. An average stability of 50% since the last entry in a new era would give you guaranteed GA of 10 turns.
Policies/Monopolies/Wonders of course could modify this too.
Coding and balancing
The target of the new system is mainly to make it easy to understand and predictable. The amount of text I have written may show something different, but in the end, its all based on a simple currency system like gold in the game. There are only 3 components; earning SP per turn nearly exclusivly on a local city level like gold, a modifier, which decreases your SP income, and actions, which reduces your earned SP.
Changing one of the aspects didnt influence the other aspects, the only connection is the SP bank. If one thing changes (tech progress goes faster like in last version), changing the linked aspect (SP reduction for researching a tech) can be individually adjusted.
The code for all suggested mechanics is already there.
I also made some thoughts about balancing. If its possible, the "new" system could be intregraded ADDITIONALLY to the current system, but for some time only for aesthetics. People could track their "empire stability" nearby and report, if some actions are too weak or too strong. If most people agree that chosen values looks good, only then, we could swap to the new system fully. (thoughts from someone with only rudimentary coding abilities )
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