@Stalker0 requested we bring discussion here, and he's right.
@Rekk @civplayer33 @tu_79
I don't see the point in ignoring an issue when
@Gazebo is specifically working on the happiness system and the relevant tooltip right now. It may only happen in certain circumstances, but is it okay to have misleading UI as long as it's only at the beginning of the game or in small cities? Is it okay to not know what the biggest problems with my city are until it grows?
I can't help but notice the discussion shifted from "working as intended" to "it doesn't happen often", though that may just be a result of different people weighing in.
I don't understand why there's so much pushback against giving the user more accurate information. It wouldn't affect
@Rekk's strategy of focusing on production, instead making it easier to decide where to focus. It wouldn't change any mechanics or involve ridiculous computations. All I'm asking is not to show 0 illiteracy in a city whose science yields are abysmal, just because citizens are assigned to be angry about distress ahead of any other needs. If distressed citizens don't behave any differently than poor citizens or illiterate citizens, there's no reason to assign them that way. They generate unhappiness exactly the same way. It just obfuscates a city's culture and science problems for no reason. I get that it's trying to represent a hierarchy of needs, but that has no bearing on gameplay or strategy, and that's what I use the UI for, not immersion.