Happiness Broken by Map Size

Earthling

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We intend to discuss information in the game manual recently made available online and the balance of the civ5 game pertaining to mapsizes and happiness.

Discussions of things not relevant to this should be kept out of the thread, even if it relates to one element or the other (example: complaining about happiness' effect on war, or about mapsize's effect on the domination victory).

We will assume the following which are not explicitly stated anywhere like it's explicitly stated different mapsizes exist, but are reasonable conclusions. If there is very strong reason not to consider any of the following premises it should be well-argued.


  • Larger maps will allow for each civilization to have more cities on average than smaller maps.

    Larger maps will have resources and geography more spread out than smaller maps (ie. resources of different types found in different areas)

    Other factors of game balance which may or may not change based on mapsize, like maintenance of armies, but that don't relate at all to happiness don't matter much to this discussion

The information in the game manual that is particularly relevant:
Spoiler :

Starting Happiness

The amount of happiness that your civilization begins with is determined by the game’s difficulty
setting. The moment you construct your first city, that number will begin to decline.

What Causes Unhappiness

The following cause unhappiness:
• Raw Population: As your civ grows, the people get increasingly unhappy and demand
more stuff to keep them amused.
• Number of Cities: As the number of cities in your civ grows, so does your unhappiness. In
other words, a civ with 2 cities each of population 1 is unhappier than a civ with 1 city of
population 2, even though they both contain the same total population.
• Annexed Cities: If you capture and annex foreign cities, your population doesn’t much
like it.

What Causes Happiness

The following increase your population’s happiness:
• Natural Wonders: Each natural wonder you discover permanently increases your civilization’s
happiness.
• Luxury Resources: Improve resources within your territory or trade for them with other civs.
Each kind of resource improves your population’s happiness (but you don’t get extra
happiness for having multiple copies of a single luxury).
• Buildings: Certain buildings increase your population’s happiness. These include the Coliseum,
the Circus, the Theatre, and others. Each building constructed anywhere in your
civ increases your overall happiness (so two Coliseums produce twice as much happiness
as one, unlike Luxuries).
• Wonders: Certain wonders like Notre Dame and the Hanging Gardens can give you a big
boost in happiness.
• Social Policies: Policies from the Piety branch provide a lot of happiness, as do a few policies
in other branches.
• Technologies: Technologies in themselves don’t provide happiness, but they do unlock
the buildings, wonders, resources and social policies which do.




So here's the problem:

Static bonuses to happiness will likely cause the game to play far differently, to the point of imbalance, on different mapsizes.

If certain bonuses are not set to change based on mapsize, as there is currently no indication, happiness becomes harder to acquire and maintain on different mapsizes.

Examples of static bonuses are starting happiness (while dependence on difficulty is interesting and I don't like that, it doesn't matter here - the effect would be the same if we had starting happy = 7 for instance), happiness from Social Policies, Wonders which can only be built once no matter the size of the map, and so on.

Resources are more static than was implied earlier in the game development, as you only get happiness for one instance of a resource. So if you obtained all luxury resources, then no matter what more resources you had the amount of happiness wouldn't change.

Bonuses that are not static depend on things the player can build and control. Mostly in civ5 the only such factors are city buildings - we don't have happiness improvements or citizens or so on.

So what leads to a problem is that static bonuses don't change on mapsize. On a small map, with a handful of cities, the static bonuses make up a nice chunk of your total added onto the happiness you get from things per city. On a large map, the static bonuses are the same so you have to get more and more happiness per city to keep in balance.

Mathematical example: Say you have 50 happiness from resources, social policies, starting happiness. Then each city you have can on average make 6 happiness from buildings and so on.

Small map: 5 cities @ 15 pop equals, say, 80 unhappy. 50 + 5*6 = 80 happy so you're good

Large map: 9 cities @ 13 pop equals, say, 125 unhappy. 50 +9*6 = 104, which is WAY less than 125 so you are severely unhappy.


Below are what may be some common and easily defeated counterarguments that may be useful to consider:

1) The developers didn't intend for the game to be balanced on larger maps and I as a player don't care since I won't play them.

-That's fine, but that doesn't help fix anything, and a lot of people wouldn't want to admit the game could be imbalanced like that. If this is your view you might as well quote this as it sums up contribution to the thread from this argument.

2) You're not supposed to settle more cities, have more population, etc... on larger maps.

-This is problematic for several reasons. Firstly, this is WHY many players WANT to play larger maps, somewhat removing their purpose/fun for the player. Secondly, on larger maps you actually need even more cities just to obtain more distant resources and so on - it would be far easy to obtain 8 different resources for happiness on a smaller map than a large one which only compounds the happiness problem.

More severely, though, is the fact that you can't just expect the player to settle fewer cities and remain competitive with the single-player AI. The AI certainly will keep on settling, and will often have bonuses so that it's not a problem for them (difficulty bonuses at the very least). So if the game winds up where players can't effectively settle many more cities on larger maps but all that space is easy for AI to settle more, that's introducing a lot of imbalance.

There are several solutions but I'm not sure what, if any will be implemented. For instance I originally thought resources would all provide happiness for every instance (say +3 for every single luxury, even duplicates) but this isn't the case. If things were/changed back that way it would go a ways to mitigate the problem.

Naturally they could also try to scale static bonuses, make Piety for example 1 happy/city or make it be 2/4/6 or some bonus based on mapsize to account for things.
 
My gutt feeling is that the larger number of ai civs and city states is going to eat up most of the additional space anyways, so you'll probably have to settle with obtaining some resources through trade instead of with the typical far away city.

Probably not a full answer to your worries, but I think something to consider.
 
Happiness buildings have a cumulative effect empire wide. Resources do not.
 
A) In a single player game, there is no such thing as "imbalance". Will different map sizes (and game speeds, for that matter) play differently? Of course they will. Differently does not equal imbalance.

B) I disagree with your premises:
1) Larger maps allow for more Civs & City States - not necessarily more cities per civ
2) there is no reason to expect resources to be "more spread out", and even if they are, with more Civs & City States there is more likelihood that you will be able to find a trading partner for any missing resources.
3) What are you basing these numbers on?
Small map: 5 cities @ 15 pop equals, say, 80 unhappy...
Large map: 9 cities @ 13 pop equals, say, 125 unhappy...
It appears to be TotalPop + #ofCities. We have no idea if that is the case - it might be, but we have not had absolute confirmation (some have suggested it is +2/city).
 
Well, by games end, cities can provide 15 happiness via buildings; which means a city of size 13 will be able to pay for itself, and size 13 seems to be a decent size. Due to happiness buildings cities will always be able to pay for themselves up to a point. So that extra 100+ happiness that is obtainable through the game merely lets players decide how many of what cities go beyond their sustainable happiness cap, and how far beyond it they go.

Which I personally feel is balanced. On a large map, even without any happiness bonuses to your empire... you could have a nation of infinite cities provide you stay within your constraints.
 
Well, by games end, cities can provide 15 happiness via buildings; which means a city of size 13 will be able to pay for itself, and size 13 seems to be a decent size.

It seems about 8 or so happiness here comes in the modern/industrial era. 5 happy per city is close to the most we might see throughout the game and that's simply not sustainable. Plus obviously as an empire actually grows and expands it won't get all buildings right away in new cities, making expansion harder still.

Happiness buildings have a cumulative effect empire wide. Resources do not.

This is explicitly false; no source has ever said that, so other posters should disregard everything in this post. This post implies resource trading doesn't work, etc... which is not true

B) I disagree with your premises:
1) Larger maps allow for more Civs & City States - not necessarily more cities per civ
2) there is no reason to expect resources to be "more spread out", and even if they are, with more Civs & City States there is more likelihood that you will be able to find a trading partner for any missing resources.

Yes, if you accept this means the developers don't want players to be playing the game for their own enjoyment/how they want to play. Which is possibly the case, but we'll see if anyone contests that. Your disagreement basically falls into already listed poor arguments - it's fine if somebody says "I don't want to play huge maps anyway" but that doesn't solve any problems.

3) What are you basing these numbers on?It appears to be TotalPop + #ofCities. We have no idea if that is the case - it might be, but we have not had absolute confirmation (some have suggested it is +2/city).

I don't know the numbers for sure either, sorry if I didn't make that clear enough (it's implied it's 1/pop linearly at least) but the exact numbers don't matter assuming the static bonuses remain the same. It could be 2 unhappy per pop or 10 per city and mathematically there would still be a problem so long as static bonuses don't scale.
 
It seems about 8 or so happiness here comes in the modern/industrial era. 5 happy per city is close to the most we might see throughout the game and that's simply not sustainable. Plus obviously as an empire actually grows and expands it won't get all buildings right away in new cities, making expansion harder still.

Incorrect, By Printing Press (renassaince), the Happiness cap will be 11 (9 pop cities), which is still decent if you're hell bent on expansion. The last addition to the Happiness building roster is the Modern Era Stadium. Prior to Navigation, Both the remaining Buildings come in the classical era and grant 7 happiness (5 pop cities).

We know Growth is quite slow, and we know expansion is quite slow. I have seen screenshots that showcase empires of 20-30 cities (counting dots on the minimap), which is a pretty hefty empire size especially when you consider that single cities can control a greater amount of territory than past civ installments.

Further, Obviously expanding once you've hit the brim of the happiness cap is going to be difficult, which I feel is intended design. All I'm saying is that one can have an infinite number of cities and since it's about tile control being converted into output for your empire... It doesn't matter if the city is only 9 population. In fact, all you really need is 6 population in each city; then tesselate your cities accordingly.
 
Prior to Navigation, Both the remaining Buildings come in the classical era and grant 7 happiness (5 pop cities).
Right, then, so you get enough for 5 pop per city only for the first 50% or so of the game instead of 60 or 70%. Still a problem.

All I'm saying is that one can have an infinite number of cities and since it's about tile control being converted into output for your empire... It doesn't matter if the city is only 9 population. In fact, all you really need is 6 population in each city; then tesselate your cities accordingly.

Yes, there's no reason you generally can't every possibly do anything in the game, you could probably get 70 or some crazy population in one city if you really tried. But its horribly supoptimal (would have to buld way more buildings, multipliers and wonders less effective) and not what players want to play, to be unable to have more or larger cities on larger maps. It's also still pretty fixable.
 
I have two concerns which I think pertain to this.

First is the unhappiness generated by # of cities. If it is just a multiple of your number of cities, then we have a problem. If the happiness bonuses a city can give through buildings is higher than this multiple, then we will see infinite city sprawl. If the number of happiness generated is less, then we will see a huge problem with the number of cities in early ages when not nearly all of the happiness buildings are available. The only solution is that the formula for the unhappiness generated must have a positive rate of change the more cities you have.

I haven't mentioned map sizes (yet), but this tied in because of the static bonuses given out by happiness resources and buildings.

My other concern follows from this.

Earthling said:
2) You're not supposed to settle more cities, have more population, etc... on larger maps.

-This is problematic for several reasons. Firstly, this is WHY many players WANT to play larger maps, somewhat removing their purpose/fun for the player. Secondly, on larger maps you actually need even more cities just to obtain more distant resources and so on - it would be far easy to obtain 8 different resources for happiness on a smaller map than a large one which only compounds the happiness problem.
Should the unhappiness from number of cities formula consider # of starting civs as well as map size? I can think of a few times I've tried a Large map in Civ4 with 14-16 civs, and was given just as much land area to work with as a standard map with the standard number of civs. However, the change in maintenance costs made it easier to expand.
 
to be unable to have more or larger cities on larger maps. It's also still pretty fixable.

I think you keep missing the point. The 5, 9, and 13 pop limits are base. The 50-100s of happiness quantities you get throughout the game allow you to surpass that.

So for example, using the number 100 for ease; By end game, you could have 100 14 pop cities and break even... or you can have any number less than 100, with the populations of your cities rising the fewer you have.

What, in relation to what you're used to, constitutes "A large amount of cities" ~ If it's in the hundreds... then you got me.

If it's in 40-60... then the game is fine.
 
1. A larger map will probably have more natural wonders.

2. A larger map will have more duplicated luxury resources -> so more opportunities to trade and acquire the full set of resources.

3. There is no need to conquer the entire map for any of the victory conditions. For the Domination Victory only the capitals of enemy civs need to be conquered. For a Time Victory you only need to be bigger and better than your opponents.

4. The number of civs and city-states scales with map size. I don't know the actual dimensions of each size, but it's possible they are selected so that the area per civilization remains constant.
 
Quote:
Originally Posted by iggymnrr
Happiness buildings have a cumulative effect empire wide. Resources do not.

This is explicitly false; no source has ever said that, so other posters should disregard everything in this post. This post implies resource trading doesn't work, etc... which is not true

From the manual:
Buildings: Certain buildings increase your population’s happiness. These include the Coliseum,
the Circus, the Theatre, and others. Each building constructed anywhere in your
civ increases your overall happiness (so two Coliseums produce twice as much happiness
as one, unlike Luxuries).

This does not imply resource trading doesn't work but that there are fewer resources available overall compared to happiness available from buildings.

Edit: It seems the manual decided on an alternate spelling for colosseum.
 
I think it's also important to note that in this game, many values are much smaller than what we're used to. 3 food is "a lot"... 4 culture is "a lot"... A city with a population in the high teens is... "a lot".

Of course that may well not be the case... but this is one area I wouldn't run on prior assumptions. We likely won't be hitting 25+ pop with the majority of our cities... in which case the 9-13 pop barrier before tapping luxuries and other sources of happiness may actually be a pretty standard area for a city to rest at. Despite the increased workable area. Screenshots indicate incredibly slow growth (cities in the mere low teens by later eras) as well as lower city pops (I've seen very few, if any, +20 pop cities).
 
...Yes, if you accept this means the developers don't want players to be playing the game for their own enjoyment/how they want to play.
What you are really saying is: "I want to play larger maps so I can have more cities without having to change my strategies or play-style. Furthermore, since that is why I play larger maps, that is why everyone plays larger maps." This is demonstrably false. Proof: I play larger maps so that there are more Civs & City States with which to interact.
Your disagreement basically falls into already listed poor arguments - it's fine if somebody says "I don't want to play huge maps anyway" but that doesn't solve any problems.
I prefer to play larger maps. Since your dismissal of my argument is dependent upon a supposed objection to larger maps, said dismissal is no longer relevant.

Changing map size or game speed changes the game. Since the game has changed, strategies and play-styles will have to change, as well. You call this "imbalance" but have failed to demonstrate why that word should apply. To quote: "You keep using that word. I do not think it means what you think it means. . ."
 
Examples of static bonuses are starting happiness (while dependence on difficulty is interesting and I don't like that, it doesn't matter here - the effect would be the same if we had starting happy = 7 for instance), happiness from Social Policies, Wonders which can only be built once no matter the size of the map, and so on.

Meritocracy: +1 happiness for each city connected to the capital
Military Caste: -1 unhappiness for each city with a garrison
Theocracy: -20 percent unhappiness from population in all non-occupied cities
Protectionism: +1 happiness from each luxury resource (NB: large map = more distinct lux resources available either directly or from trading)
Humanism: +1 happiness from each university (so, potentially one per city)

The only static bonus from the SPs is the Piety branch (which has a fixed +2).
 
The only static bonus from the SPs is the Piety branch (which has a fixed +2).

1. A larger map will probably have more natural wonders.

That doesn't change anything regarding the overall problem, nor does it mean it is wrong that SPs can grant happy bonuses, so I don't see what point you are trying to make. And also it is not clear if Protectionism counts duplicates either, which still makes it mostly static in counting resources.

There are a limited number of total resources and natural wonders (those especially can't make a difference of more than 1-2 per game, absolutely trivial and doesn't help). As I said in the OP, one of the very easiest things that would have mitigated problems (and I actually thought things were like this before the manual) would be to count a benefit from duplicate resources, (duplicate strategic resources obviously let you build more units and so on but that's ok and apart for this) but apparently that is not the case.

"Furthermore, since that is why I play larger maps, that is why everyone plays larger maps."

Changing map size or game speed changes the game. Since the game has changed, strategies and play-styles will have to change, as well. You call this "imbalance" but have failed to demonstrate why that word should apply.

Because, for one, it will far more difficult for the player to keep up with the AI when the AI has bonuses to happiness. On a small map the player could settle an equal number of cities to an AI at whatever level they were comfortable playing.

I am not saying everyone has to play large maps for the same reason. However, I would argue a significant number of players agree - they might not have seen the thread but then we'll just get complaints after game release. By making it very difficult to set up games under a player's preference, for no good reason, they are hamstringing the game.

If civ4 didn't adjust maintainence or tech costs or so on by map size there would probably be someone like you arguing that's "just fine, that's how I want to play large maps anyway" but not everyone agrees.

I think it's also important to note that in this game, many values are much smaller than what we're used to. 3 food is "a lot"... 4 culture is "a lot"... A city with a population in the high teens is... "a lot".

I'm not saying it is "impossible" to build more cities. However, it could be unreasonably difficult. To get to, say, a pop in the mid teens (which occurs quite commonly in previews we've seen, for instance, I'm not saying you have to go to 25 or 30 or whatever) it could be far easier on a small map than a large one. Having to invest hundreds and hundreds more hammers and gold to have cities of roughly the same size doesn't sound like they've scaled things correctly.

By the way, I guess this is related, but do you all approve of technologies always costing the same respective to mapsize? Surely by every argument presented here so far (especially those saying each civ should have the same sized empire) then the answer would be yes. Yet this almost certainly won't be the case, and I suspect some haven't thought of this and it's a good place to start.

From the manual:

He said resources have no effect nation-wide. That's what is entirely false.
 
double post can merge
 
I know for multiplayer that the map size is essentially dependent on the number of players since no one wants to build for a year and a day before finally contacting the first enemy. So, for us it won't be a problem :)
 
By Printing Press (renassaince), the Happiness cap will be 11 (9 pop cities)

Can you clarify or expand on this? What is this "happiness cap" and what does it have to do with the era?

[I'm really hoping that "eras" have no caps, restrictions or research limitations. That is my greatest fear since that was one of the key things that ruined Civ3.]
 
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