I have a serious bone to pick with how happiness works in VP. IF i task my city to produce science it shouldn't raise my "total science need." Like lets say its tun 280 I have all my buildings, and im trying to motor through to information era to get the Sydney opera house. I have 4 cities. each city pumps out now over 100+ extra science per turn, the extra scince from production SHOULD NOT GO TO CALCULATING THE TOTAL SCIENCE to the be averaged, because then when I task my cites the then build a building when i get a new tech that upper bar now has 100 science that is impossible, and i get so much unhappiness. ESPECIALLY during the worlds fair pumping out culture. just before the fair i have like 5 unhappiness from boredom. then after 20 turns of the +33% culture and my cities producing culture for 20 turns, when the fair is over I task it to build buildings I unlocked in those 20 turns, my boredom for the rest of the games now rests at 30. The "total yield" that's used for calculating unhappiness should not include the yields that is produced from city production. that is all. That one simple change is key. Or then for like a period of 40 turns ill just build units then delete them. rather than raise the total yields and end up with happiness for the rest of the game. Also yields from corporations should not be calculated in the total yield. on diety you basicaly have 50 turns with your corporation. turn 250 when you build your first corp then turn 300 when the AIs inevitably sanction you. and then because your city once had either +60 science, gold, culture, you now have unhappiness because your city lost it. So i find my self just picking 2kfoods instead, all internal trade routes to not spread my corp that much, then when i get sanctioned at least i have the -5% to all needs and 10% growth bonus (which is huge). its the only corp that still benefits you after sanctioning. to sum: 1) yeilds from city production should not be used to calculate the average yield or how ever its done, that calculation should only be from what it would be like if building a unit or building. 2) yeilds form corporations should not be used ALSO THIS: "Unhappiness begets unhappiness". Ex. im at 20 happiness, I get declared war on, I now have -20 unhappiness from pillaged tiles and 5 from war weariness after some turns. so I should be at -5 right? WRONG I"M AT -20!!!!!!!!! the -1% for each point away from +10 happiness.. is brutal. I get it makes sense to take away from culture science and gold yield your empire produces, BUT it then effects the your happiness because now at -5 I have -15% culture science and gold which because those yeilds drop by 15%, my unhappiness drops because of that, spiraling down even more, past -10 which then add an additional -5% to those yields which then spirals down further. SO the total yields reduction from happiness makes sense, BUT its should not affect the total unhappines calcualtion. for example: I have 100 base science from a city. with the +10% if im above 10 happiness I have 110 science. If you fall below 10 unhappiness with -10% your science is now 100. BUT the needs calculation is based on the upper bar of 110, but you now only have 100, so yet get EXTRA unhappiness BECAUSE YOU HAVE UNHAPPINESS, which then lowers its further to -2 unhappiness then you now have 98 science etc. etc. this needs to be fixed. I get the minus to total yields but the feedback loops are ridiculous (both ways). in the -20 scenario i was first describing, i have no gold anymore so i couldn't buy luxuries so i traded away every single strategic resource for 2 luxuries and then poof im at +8 happiness again a difference of 28 from 2 luxuries (which is insane) because the happiness from the luxuries raised my happiness, and because it raised my happiness the yields modifier improved, which raised my happiness, which then improved the yield modifier... WHICH RAISED MY HAPPINESS. The feedback loop need to be dealt with.