raystuttgart
Civ4Col Modder
Hi guys,
basically this is my old concept for a "Happiness" mechanic.
General
It uses existing game mechanics for Yields, Profession, Experts and Buildings.
(Thus visualization is pretty easy, AI is pretty easy.)
Most of it is coding and XML. Efforst are reasonable.
But we will need a few new graphics. (For Experts)
Main Goals of the Concept
A) New Profession "Entertainer", new Expert "Famous Entertainer"
The Tavern (and its Upgrades) will get Profession Slots for Profession "Entertainer".
Profession "Entertainer" will produce new Yield "Happiness".
Experts "Famous Entertainers" produce 100% more Happiness.
Those can be bought in Europe, be educated, be created by LbD, ... basically like all other European Experts as well.
B) Flat "Happiness" Bonus from Buildings
Some Buildings give a small flat "Happiness" Bonus when built. (Increasing Bonus for Upgrades)
C) Happiness Bonus from "Domestic Market Sales / Supply"
All Sales (automatically) done by Domestic Market (by supplying Goods for Domestic Demand are supplied) will also create "Happiness".
Every Yield where "full local domestic demand" is supplied and consumed will contribute positively to Happiness.
However no negative effects on Happiness will happen for Yields where "full local domestic demand" is not achieved.
D) Negative Effects on Happiness from War
Ongoing War will add a flat Happiness Malus (e.g. -2)
(This is "Human Only" though.)
E) "Happiness Rate" being calculated from "Yield Happiness"
"Happiness Rate" calculation works very similar to "Revolutionary Rate" calculation.
"Happiness Rate" for your Cities will be calculated from citzens inside the City.
"Happiness Rate" of your Nation will be calculated from of your total Population (all citizens).
F) Effects of "Happiness Rate" (on City Level)
"Happiness Rate" would replace "Revolutionary Rate" considering "Productivity Bonusses" of Professions.
(So Productivity Bonusses of Professions would no longer depend on "Revolutionary Rate".)
Special negative events would be triggered if "Happiness Rate" drops below e.g. 30%. This could e.g. result in "Uprests".
(But could only be triggered if City has more than X citizens, a minimum population setting.)
Special positive events would be triggered if "Happiness Rate" rises above e.g. 80%. This could e.g. result in "Festivities".
(But could only be triggered if City has more than Y citizens, a minimum population setting.)
G) Effects of "Happiness Rate" (on National Level)
"Happiness Rate" on Nation Level would influence Prices of "Buying Units in Europe".
Example 1:
you have 80% Happiness Rate in your colonies.
50% is average and will be substraced.
Example 2:
You have only 20% Happiness Rate in your colonies.
50% is average and will be substraced.
H) Visualization
Visualization in Screens is just the same as for Revolutionary Rate.
(We will display it at the same places as "Bars" as well.)
The concept will of course need to be explained in Colopedia Game Concepts.
I) AI concept
Basically it will use it as all other current Yields.
(For a start it will treat it just as important as YIELD_BELLS.)
Special negative events (e.g. Uprests) will be "Human only".
All other effects (Postitve events, Productivy and Prices) will be just the same for Human Players and AI.
J) Balancing
We would need to figure out.
It mainly comes down to "How much Yield Happiness can be produced by Professions and Buildings?" vs. "How much Yield Happiness will be needed for every single Citizen?"
In GameSpeedInfos.xml and HandicapInfos.xml we will have settings for this feature of course.
In GlobalDefinesAlt.xml we will of course have settings for the global stuff.
-------------
Summary:
Gameplay:
The bigger your cities get, the more Happiness you will need to produce (by Buildings, Profession/Experts or Domestic Demand) to keepy your "Happines Rate" up.
It will also balance Liberty Bells a bit, which are currently too overpowered.
Effort should be reasonable to relatively low.
Considering graphics we would only need to adjust GameFonts and get graphics (2D+3D) for Expert "Famous Entertainer".
-------------
Feedback and suggestions?
basically this is my old concept for a "Happiness" mechanic.
General
It uses existing game mechanics for Yields, Profession, Experts and Buildings.
(Thus visualization is pretty easy, AI is pretty easy.)
Most of it is coding and XML. Efforst are reasonable.
But we will need a few new graphics. (For Experts)
Main Goals of the Concept
- Add more City Management
- Balance "Mega Cities" (currently overpowered)
- Balance "Liberty Bells" (currently overpowered)
- Balance "Warmongering" a bit (currently overpowered)
- Add a few more game play events and effects (for flavour)
- Making Domestic Demand feature more interesting (currently just a small cash cow)
- Making Cash Yields more interesting (currently only cash cows)
A) New Profession "Entertainer", new Expert "Famous Entertainer"
The Tavern (and its Upgrades) will get Profession Slots for Profession "Entertainer".
Profession "Entertainer" will produce new Yield "Happiness".
Experts "Famous Entertainers" produce 100% more Happiness.
Those can be bought in Europe, be educated, be created by LbD, ... basically like all other European Experts as well.
B) Flat "Happiness" Bonus from Buildings
Some Buildings give a small flat "Happiness" Bonus when built. (Increasing Bonus for Upgrades)
- Tavern (+ Upgrades)
- Townhall (+Upgrade)
- Chapel (+Upgrade)
- School (+Upgrades)
- Medics House (+Upgrades)
- Corn Chamber (+ Upgrades)
- Well
- ...
C) Happiness Bonus from "Domestic Market Sales / Supply"
All Sales (automatically) done by Domestic Market (by supplying Goods for Domestic Demand are supplied) will also create "Happiness".
Every Yield where "full local domestic demand" is supplied and consumed will contribute positively to Happiness.
However no negative effects on Happiness will happen for Yields where "full local domestic demand" is not achieved.
D) Negative Effects on Happiness from War
Ongoing War will add a flat Happiness Malus (e.g. -2)
(This is "Human Only" though.)
E) "Happiness Rate" being calculated from "Yield Happiness"
"Happiness Rate" calculation works very similar to "Revolutionary Rate" calculation.
"Happiness Rate" for your Cities will be calculated from citzens inside the City.
"Happiness Rate" of your Nation will be calculated from of your total Population (all citizens).
F) Effects of "Happiness Rate" (on City Level)
"Happiness Rate" would replace "Revolutionary Rate" considering "Productivity Bonusses" of Professions.
(So Productivity Bonusses of Professions would no longer depend on "Revolutionary Rate".)
Special negative events would be triggered if "Happiness Rate" drops below e.g. 30%. This could e.g. result in "Uprests".
(But could only be triggered if City has more than X citizens, a minimum population setting.)
Special positive events would be triggered if "Happiness Rate" rises above e.g. 80%. This could e.g. result in "Festivities".
(But could only be triggered if City has more than Y citizens, a minimum population setting.)
G) Effects of "Happiness Rate" (on National Level)
"Happiness Rate" on Nation Level would influence Prices of "Buying Units in Europe".
- High "Happiness Rate" --> Buying Units in Europe cheaper (except Military and Ships)
- Low "Happines Rate" --> Buying Units in Europe more expensive. (except Military and Ships)
- Average "Happiness Rate" (exactly 50%) --> Current Prices
Spoiler :
Example 1:
you have 80% Happiness Rate in your colonies.
50% is average and will be substraced.
- (80% -50%) / 2 = 15%
Example 2:
You have only 20% Happiness Rate in your colonies.
50% is average and will be substraced.
- (20% -50%) / 2 = -15%
H) Visualization
Visualization in Screens is just the same as for Revolutionary Rate.
(We will display it at the same places as "Bars" as well.)
The concept will of course need to be explained in Colopedia Game Concepts.
I) AI concept
Basically it will use it as all other current Yields.
(For a start it will treat it just as important as YIELD_BELLS.)
Special negative events (e.g. Uprests) will be "Human only".
All other effects (Postitve events, Productivy and Prices) will be just the same for Human Players and AI.
J) Balancing
We would need to figure out.
It mainly comes down to "How much Yield Happiness can be produced by Professions and Buildings?" vs. "How much Yield Happiness will be needed for every single Citizen?"
In GameSpeedInfos.xml and HandicapInfos.xml we will have settings for this feature of course.
In GlobalDefinesAlt.xml we will of course have settings for the global stuff.
-------------
Summary:
Gameplay:
- For small cities --> "Happiness Bonus of Buildings" mostly sufficient (Early Game)
- For middle size cities --> "Building Bonus" + "Entertainers" needed (Mid-Game)
- For huge size cities --> "Building Bonus" + "Entertainers" needed + "Domestic Demand Satisfaction" needed (Late Game)
The bigger your cities get, the more Happiness you will need to produce (by Buildings, Profession/Experts or Domestic Demand) to keepy your "Happines Rate" up.
It will also balance Liberty Bells a bit, which are currently too overpowered.
Effort should be reasonable to relatively low.
Considering graphics we would only need to adjust GameFonts and get graphics (2D+3D) for Expert "Famous Entertainer".
-------------
Feedback and suggestions?
Last edited: