You are supposed to have problems if you play bad... on purpose or not
Did this happen in this version? Did it happen in one turn?I'm not too experienced with the mod yet to identify the causes and effects, but I agree I've seen massive jumps on my happiness. It's been a non-issue for most of the game, but now I've entered the Industrial era and my happiness dipped from 20 to -10.
On a totally unrelated note, how does one mute another user on these forums?
You don't see his posts at all.What exactly happen when you mute someone? You don't see his posts at all o or his posts are censored?
Ok, I've checked that and you see posts of ignored user, but they are censored (you have to expand them like spoilers).You don't see his posts at all.
To find these things out, just try them![]()
That isn't where a rounding error happens. This is what I think happens.OK, please help me in finding my error:
Gazebo said, happiness jumps are a result of rounding errors (but he never said, in which part of the calculation the error happens), but he also said, such jumps will not happen anymore, cause the global median is now saved in every city.
The conclusion, the rounding errors are happening in the global median calculations.
OK, please help me in finding my error:
Gazebo said, happiness jumps are a result of rounding errors (but he never said, in which part of the calculation the error happens), but he also said, such jumps will not happen anymore, cause the global median is now saved in every city.
The conclusion, the rounding errors are happening in the global median calculations.
The problem is, if rounding errors happen in global median calculation, those rounding will happen all the time. And complete random. No matter what you do in your empire. And cause the 4 medians are independent of each other, the chance, all 4 are getting a rounding error in all your cities at the same time, are really low.
Additionally, everyone reports those issues after researching a tech (which sometimes lead into a new era) or the conquest of an AI.
The chance, such rounding errors happens for all 4 instances at once and only if you research a new tech is.... Close to Zero.
Additionally I watched a huge decrease in need modifiers for all my cities, even nothing in those cities or my empire have changed.
The global median has nothing to do with my personal need modifiers. What was causing this tremendous decrease of need modifier?
Any idea?
If that's the case then unhappiness per need in every city could be stored as multiplied by 100 and total unhappiness in a city would be a sum of all unhappiness per need divided by 100.That isn't where a rounding error happens. This is what I think happens.
Let's say that you have a 20 pop city. Now let's say you need 5 culture per citizen to keep them happy. You would have 0 boredom with 100 culture. What if you have 99 culture? You would kind of get 1/5 of an unhappiness. However, it rounds up to 1 happiness. So if the same thing happens with illiteracy, poverty, and distress, you might be generating 4 unhappiness on that city, even though your "true" total would be a fraction of that.
If you have several cities with the same situation, you see how it can swing so wildly. The issue really isn't the global median as a concept. The issue is rounding, you cannot have fractional happiness. And because happiness is split into so many different categories across different cities, a tiny change can alter the rounding a lot.
5 * [ round(1/5)] = 5
5 * [ round(1/5 * 100)] / 100 = 5 * 20 / 100 = 1
But this is changing only the modifier, not the median itself.The probability of that happening is even larger when needs change faster, as a result of a researched tech for instance.
You might be right. I'm not convinced of the rounding thing either. But it is useless to insist, since G thinks that was the problem. Just prove him wrong with a new save game.OK, thanks for the replies. Your arguments are understandable. But still. The rounding error would happen all the time. In every turn. In every city independently. Not concentrated on one point for all 4 happiness categories and all cities same time. The chance this is happening is nearly zero.
Let's say, the chance for the happening of a rounding error of one category in one city is 50%. The chance this is happening for all 4 categories in one city is 0.5^4=0.0625 - > 6.25%
The chance this is happening at same time in 4 cities (16 rounding errors) is 0.5^16=0.0000152 = 0.00152%.
Additionally, the biggest happiness jump happened in the uploaded save game. It changed by 60 in one turn in a 6-city empire. Do you want to tell me there's happening 10 rounding errors for 4 values in every city?
But this is changing only the modifier, not the median itself.
Rounding errors of median also don't explain why empire wide my need modification went down by 50% in every category in every city, after Polynesia was conquered. The only possible influence by that is the changed tech median, which lowered my tech lead by one tech.
Moving the median after one less AI didnt cause any problems, in most cases those are backyard nation with low tech. After they disappear, the median rises and all other nations get happier.You might be right. I'm not convinced of the rounding thing either. But it is useless to insist, since G thinks that was the problem. Just prove him wrong with a new save game.
Besides, linking pop size to tech median values has another benefit of simply ignoring irrelevant civs that might be moving the median when eradicated.
My post is not an argument. Its an explanation of how a mechanic works. Do you want to really want to improve this mod? Stop viewing this issue as a you vs someone else issue.OK, thanks for the replies. Your arguments are understandable. But still. The rounding error would happen all the time. In every turn. In every city independently. Not concentrated on one point for all 4 happiness categories and all cities same time. The chance this is happening is nearly zero.
Let's say, the chance for the happening of a rounding error of one category in one city is 50%. The chance this is happening for all 4 categories in one city is 0.5^4=0.0625 - > 6.25%
The chance this is happening at same time in 4 cities (16 rounding errors) is 0.5^16=0.0000152 = 0.00152%.
Additionally, the biggest happiness jump happened in the uploaded save game. It changed by 60 in one turn in a 6-city empire. Do you want to tell me there's happening 10 rounding errors for 4 values in every city?
Rude? Yeah, sometimes I forget me a bit, but in this case I feel totally fooled by him. The best way to make me quiet is to simply answer with arguments, instead one word answers or zynical words.My post is not an argument. Its an explanation of how a mechanic works. Do you want to really want to improve this mod? Stop viewing this issue as a you vs someone else issue.
The divisions by city, division by yield type, and rouding all serve to magnify what are relatively small changed in the median tech over time.
I assure you, if we made a patch with national level happiness of just 1 kind, it would be dramatically less swingy. There are a couple of things that could cause a big swing (a civ low on tech dieing is one of them), but it would be really smooth most of the time.
I don't know how to address the above. Maybe some kind of dummy variable, or scaling happiness by a factor of 10, we need the coders to help (so please stop being so rude to G).
Rude? Yeah, sometimes I forget me a bit, but in this case I feel totally fooled by him. The best way to make me quiet is to simply answer with arguments, instead one word answers or zynical words.
I can now definitely confirm, at least in the last version, rounding errors of the median are not the source of the jumps.