Few Questions about the game...

few more; whats a good way of stopping civil disorders? i looked at demographics and noticed my civ was really bad. Highest disease rate, bad approval, worst income, worst productivity. What should i build or do to help these things out?
 
Despotism: Only good thing about it is that large cities can support lots of units free of charge. Disadvantages include the 60% rate cap, the production penalty of 1 if a square produces 3 or more of something, the horrible corruption and waste, the huge riot factor and the fact that small cities can't support many units free of charge.

Monarchy: 3 units supported free of charge, settlers only eat 1 food. Disadvantages include 70% rate cap, the high corruption and the large riot factor.

Republic: Advantages are lower corruption than monarchy and despotism, the extra trade arrow for every square that already produces one and the fact that if a city celebrates the leader it grows in population every turn. Disadvantages include loss of martial law for happiness, all units after the first cause one citizen to be unhappy, the senate may interfere with your foreign policy, you can't demand tribute from others, and settlers eat 2 food (same for all govts other than despotism, monarchy).

Fundamentalism: Advantages include 8 or 10 units supported free of charge (depends upon game version), reduced diplomatic penalties in international affairs, no corruption or waste, 20 shield Fanatic unit can be produced and never requires support, all happiness improvements have no maintenance cost and provide "tithes" equal to the number of people they would have made content and all citizens are content. Chief disadvantage is 50% science penalty (doesn't apply to caravan deliveries) and max effective science rate of 50%.

Communism: Advantages include practically no corruption or waste (50+ trade for first corruption to appeare, IIRC), 3 units supported free of charge, martial law has double effectiveness, your cities are expensive to bribe and all the spies you produce are veteran. The disadvantage is that enemy units are more expensive to bribe.

Democracy: Advantages include no corruption or waste, an extra trade arrow for each square already producing one, celebrations boost city population by 1 per turn and units and cities are immune to bribery. Disadvantages include no free unit support, no martial law, every military unit outside a city (or fortress within 3 squares of one) causes 2 people to be unhappy, the senate is very likely to interfere with your foreign affairs, you can't demand tribute and if any of your cities is in disorder for more than 1 turn, your government will collapse into anarchy.

As for the demographics question, ignore them. They don't affect your score and in order to build them up you must usually use inferior strategy.
 
There are eight ways to stop civil disorder:

1. Build a military unit for martial law. Does not work in Republic or Democracy. Works twice as well in Communism.

2. Build a happiness inducing city improvement or wonder. Remember that Courthouse gives you an extra happy citizen under democracy. This is more useful in initiating celebrations, but if you have unhappiness due to units away from the city an extra happy citizen may get you back in balance.

3. Hire Elvis. Hiring an entertainer to provide 2 luxuries (cups) in the rioting city. This one is great if you have just on or two (or more in a really large empire) troublesome cities. If you are having widespread problems, a more systemic solution is called for. Also remember that specialists (Elvis, Taxman, Scientists) have no happiness factor of their own. If the riot is just because you have one too many citizens, it may work just as well to hire a taxman or scientist as it does to hire Elvis. This is also a lot less wasteful.

4. Raise your luxury rate. Unless you are playing deity+ levels this should almost never be done until after you leave monarchy. Remember that a city can never benefit from more than 2 x population units of luxury (cups) no matter how many are being generated.

5. Change you government. Fundamentalism has no unhappiness, so it always stops the rioting. If you have too many units outside your cities in Democracy, switching to Commie, Fundy or even Republic may be a solution. If you are getting riots in a large, widespread Republic, switching to Democracy may help by getting you back all trade being lost to corruption.

6. Get more trade for the city. This can be done one of three ways. Set up a new or better trade route or move your workers around to get them on better trade producing tiles. Also, you can reduce trade lost to curruption by building a courthouse. All this assumes that you are using luxuries to control happiness.

7. Reduce unhappiness from units in the field. If you are in Republic or Democracy, riots can be caused by having too many units outside your cities. If you do not want to change governments or raise luxuries, move some military units (attack>zero) back to your cities or just disband them.

8. Build a settler. If you have just one too many unhappy citizens in a city, its rioting can be stopped by building a settler and reducing the city's population by one. However, remember that if the unhappiness is due to units in the field (in Rep/Dem), their number will usually stay the same regardless of the number of total citizens. (see below)

One final thing is to always take into account the order in which happiness effects are applied to a city. First, the citizens have their "base" happiness. At deity level only the first citizen in each city is "born" content. All other are born discontent (red). At each lower level, one extra citizen is "born" content.

The second effect is that of luxuries. They work from left to right moving each citizen from whatever their natural state is to happy (bright blue). Each change of state take two cups, so you need four cups to go from unhappy to happy. Due to a quirk in the game, sometimes angry (double unhappy, black) citizens go directly to happy with the application of just two cups.

The third effect is that of city improvements. Note that Mike's Chapel gives the effect of a cathedral in each city and is considered at this time. Also note that a city improvement makes only half as many black or double unhappy citizens content as it does regular (red) unhappy citizens. Improvements work from left to right starting with the first citizen who is not already happy or content.

The fourth effect is that of units in the field. This creates one or two unhappy citizens per unit (depends on government and presence/absence of a police station or women's suffrage) starting with the last (rightmost) happy or content citizen and moving from right to left. Notice that this means that units in the field can undo some or all of your happy/content citizens unhappy no matter how many luxuries or improvements you have. But it does also mean that it leaves your happy citizens alone until all of your content people are unhappy, so you can balance some units in the field with happiness from luxuries. Women's Suffrage reduces the effect of units in the field and takes effect during this phase.

The fifth and final effect is that Wonders. As noted, Mike's is handled in the improvements phase as is oracle (doubles effect or temples). So two of the wonders which take effect at this phase are Hanging Gardens and Cure for Cancer. These will locate the earliest (furthest to the left) citizen which is not already happy and make that citizen happy regardless of his beginning state. Shakespeare's Theater makes content every citizen who is not already happy or content. Finally, J.S. Bach's makes two citizens content working from left to right, just like an improvement.

Note that Shake's and Bach's are the only thing in the game which can turn citizens discontent from units in the field content. Police stations/women's suffrage reduces the effect, but only those two wonders eliminate those particular red faces when they appear.

It helps to look at the happiness state of each city each turn and to keep track of which cities are going to grow. That way, you can anticipate which cities are going to have a new, discontent citizen and take action to prevent that citizen from causing a riot before it starts. This will improve your empire's performance dramatically by avoiding turns wasted in disorder. A similar process can help you keep celebrations going when new citizens begin to appear.

A last bit of advice, as if this post is not way to long already, remember that the extra unhappiness from having too many cities moves from city to city. I treat it as being random, but it may not be. The important thing is that when you have more than the prescribed number of cities for your government type, any city which is exactly balanced (same number of happy and unhappy citizens) is in danger of rioting if it picks up the extra unhappiness, so it may be worth having a surplus happy citizen in cities not afflicted by the extra unhappiness.
 
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