Happiness UI elements

tu_79

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First, let's take a look on how happiness is handled in June's release. (Based on information published by @Gazebo and @Rekk on the release thread)

Happiness is local. There can never be more happy or unhappy people in one city than its size. Global effects are distibuted secuentially among the cities, so they act locally. For example, +6 global happiness in a 4 cities empire, the first twp cities get 2 happiness each one, the other ones get 1 happiness each.

The local effect is based on the net unhappy people (local unhappiness - local happiness). Net unhappiness in a city reduces its growth and production towards units (?). Net happiness produces golden age points.
The global effect is based on the total unhappiness vs total happiness ratio, and this is shown in the map top bar, its current value and its posible outcomes.

1 Unhappiness
Unhappiness comes from global factors like war weariness and ideological pressure, but mostly from local factors: Needs, Religious divisions and Urbanization.

1.1 Needs
The formula for getting the number of citizens affected by a need is this:
UnhappyFromNeed = ((NeedThreshold - CityYieldEfficiency) / Disorder) - NeedReduction

NeedThreshold is the Median of the CityYieldEfficiencies in the world, multiplied by a Modifier. This modifier includes: Technology penalty (from 0 to +100%), Empire size penalty (+4% for every city), base penalty (+x%), infrastructure bonuses (-x%)
CityYieldEfficiency is how much of that yield the city produces per citizen.
Disorder is a scaler, currently 0.25.
NeedReduction is the sum of flat need reductions from buildings. For example, Barracks reduce unhappiness from Distress by 1, period.

1.2 Religious divisions is proportional to the people not following the majority religion in the city. Not much to say about.

1.3 Urbanization
Every specialist causes 1 unhappiness from urbanization. If a city has no spare happiness, it cannot work a specialist. (This blockade is verified at the start of the turn, so the player can try different specialists during his turn). So, in a sense, working specialists is a reward for spare local happiness. Or that it is trading GAP for GP.

2. Happiness.
It comes from global sources, like luxuries, policies, expended musicians, religion or events, and then distributed among cities, and from local sources such as the zoo line, or happiness boosted buildings such as the castle with Fealty.

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Now, there are three main uses for the UI. Knowing what is going on (situation), knowing why (mechanics exposure) and knowing what to do about it (tips).

SITUATION
It must show what the current number of happy/unhappy people is in every city and at the empire level, along with the effects it is causing.

MECHANICS EXPOSURE
This is optional, but helps with debugging and planning games. If the player knows how the values are obtained, he can think ahead how to achieve the optimal ones at the best time. There are some players that just can't enjoy a game if they must play with some uncertainty. The problem with such porn, is that it distracts, confounds and frightens more casual players that actually don't need this information to play the game. So far, mechanics exposure consists in showing some of the intermediate values such as Modifiers, Reduced needs and NeedThreshold, formula hidden.

TIPS
Also optional, they make it easier to handle unhappiness, even when not understanding it completely. If all the mechanics are exposed, then a player can make his way into handling unhappiness, but it takes some effort. We already have a tip forecasting happiness changes upon city growth. Tips providing the required number of each yield for changing unhappiness is also on implementation.


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A main problem here is that there is too much complexity, and very little space for showing it.
In the city view we can see the local situation, but just two lines: unhappiness and happiness, and we must infere that what matters is the difference, or look into the tooltip where it explains it a little better. Having this in just one line is even worse, as it leaves us with only one tooltip. We might use the tooltip in the top bar for global effects and sources, and leave yields briefing in the city view for local effects and sources, but they are also intertwined (the Modifiers include both local and global sources).

Also, infrastructure is very difficult to follow up, some of it applies to the Modifiers that affect the Threshold, some applies directly to the Need value.
If both Empire size and Technology penalties were moved to global, it would be much easier to show modifiers, each one in its own tooltip, but this would require a lot of changes, again.

Another problem is that the biggest part requiring lots of text is the local unhappiness. So, no matter how we divide it, one tooltip is going to be much larger. Needs is what requires the most space, so maybe it makes sense to separate it.

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PROPOSAL

1. Have one line in city view for Net Happiness, replacing current Happiness. Have another with just Needs, replacing current Unhappiness.

2. In Net Happiness, show in this order:
2.a. Current effect
2.b. Happiness received from Empire happiness sources
2.c. Unhappiness received from Empire unhappiness sources, war-weariness and the likes.
2.d. Total local unhappy people from Needs
2.e. Urbanization

3. In Needs, show in this order:
3.a. Every need
3.a.1. People suffering from this need
3.a.2. Yields required for need variation, upwards or downwards.
3.a.3. Need Threshold in absolutes (call it Demand).
3.b. Modifiers and Reductions
3.b.1. Empire modifiers
3.b.2. Local modifiers and reductions
3.c. Expected growth effect

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It will read like this:
-------------------
Happiness : 2
Happiness Tooltip:
Happiness local effect:
2 GAP:c5goldenage: per turn
+10% :c5food:Growth
May work up to 2 specialist slots

There cannot be more unhappy or happy than :c5citizen: citizens.
8 :c5happy: from Empire (see Empire Happiness tooltip)
3 :c5happy: from Buildings / Wonders
1 :c5happy: from Religion
2 :c5unhappy: from War Weariness
8 :c5unhappy: from Needs
0 :c5unhappy: from Urbanization
--------------------
Needs : 8
Needs Tooltip:
Citizens are unhappy when yields are lower than demand. *
* 4 from Distress: Providing 13 / 15 :c5food:/:c5production:
-2:c5food:/:c5production: for +1:c5unhappy: ; +3 :c5food:/:c5production: for -1:c5unhappy:
* 2 from Poverty: Providing 24 / 27 :c5gold:
-5:c5gold: for +1:c5unhappy:; +1 :c5gold: for -1:c5unhappy:
* 3 from Illiteracy: Providing 4 / 5 :c5science:
-1:c5science: for +1:c5unhappy:;+2 :c5science: for -1:c5unhappy:
* 0 from Boredom: Providing 12 / 10 :c5culture:
-2 :c5culture: for -1:c5unhappy:

Demand is based on world's median yields per citizen, and it is affected by:
* Technology +13%
* Empire size: +22%
* Local modifiers: -15% :c5food:/:c5production:, -10% :c5gold:, -15% :c5science:, -10%:c5culture:
* Building reductions:
-1 :c5unhappy: from :c5food:/:c5production:Distress
-1 :c5unhappy: from :c5gold: Poverty

With :c5citizen:Growth, unhappiness from Needs
estimated to modify by 4 as follows:
* 4 :c5food:/:c5production: Distress
* 4 :c5gold: Poverty
* -2 :c5science: Illiteracy
* -2 :c5culture: Boredom
 
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nice post. just one comment: there is an interface option to toggle beginner level tooltips. so it would be possible to include more or less information depending on this setting.
 
Interesting idea! I'm really fond of the summary of effects (e.g. "Happiness local effects: ...", etc.).

I personally don't have any problem with the current one other than a slightly better explanation of how Unhappiness can be solved is missing imo (like "10 Gold is needed to eradicate Poverty" or "2 Gold is needed to reduce Unhappiness from Poverty by one" [in simpler form: "2 :c5gold: for -1 :c5unhappy:"] or something similiar. Easy to read, easy to understand!).

Only one comment: Happiness also increases Growth IIRC, not just GAP. I think it's 5% per net Happiness.
 
nice post. just one comment: there is an interface option to toggle beginner level tooltips. so it would be possible to include more or less information depending on this setting.
Interesting. Tips could go there. Things like expected happiness variation, or amount of yields required to reduce unhappiness. However, I'm not familiar with them, I disabled them in my second vanilla game, I guess, and surely many other players. It can be advertised, surely.
 
Thank your taking the time to write this up. I wish I could click like more than once.

About "Empire" happiness (which includes luxuries, right?). How many total sources are in that, and they could they broken down or explained more clearly? Particularly, could luxuries be their own line? It is surprisingly hard to find how many luxuries you have this version.
 
Massive amount of work to redo 5 separate interfaces and generate on-the-fly models for all of that data. Rather than throwing everything in the UI out currently, focus on tweaking what's already in place. Not interested in a full rehash of this. I appreciate the effort, and some things are already in the works, but this is more work than is reasonable for the foreseeable future.

G
 
Massive amount of work to redo 5 separate interfaces and generate on-the-fly models for all of that data. Rather than throwing everything in the UI out currently, focus on tweaking what's already in place. Not interested in a full rehash of this. I appreciate the effort, and some things are already in the works, but this is more work than is reasonable for the foreseeable future.

G

With this in mind, I have copied the last screenshot G sent us, which was his proposed new interface. What tweaks can be made to this to get most of what we are looking?

 
@Stalker0

Updated UI as of last night:

upload_2019-6-12_10-24-39.png


Ignore the 'actual' line not being justified correctly (it'll be on the same column as Total Deficit et.al.) and the decimal for the 'increase by' line will be x.xx (not x.xxx)

G
 
Massive amount of work to redo 5 separate interfaces and generate on-the-fly models for all of that data. Rather than throwing everything in the UI out currently, focus on tweaking what's already in place. Not interested in a full rehash of this. I appreciate the effort, and some things are already in the works, but this is more work than is reasonable for the foreseeable future.

G
I understand. I hope you can find something useful.

Seeing your last tooltip, I'd say that the deficit is misleading. I guess you are showing (threshold - city efficiency), but since you get some reductions later, the real deficit is not what you are showing. They don't have any unhappiness from distress, then there's no real deficit.
Real deficit is the amount of yields required for not having unhappiness, and so will understand people. Suppose that, thanks to 3 building reduction, the unhappiness in the city is 1 instead of 4. Then, deficit is the amount needed to lower it by 1 point.
 
I understand. I hope you can find something useful.

Seeing your last tooltip, I'd say that the deficit is misleading. I guess you are showing (threshold - city efficiency), but since you get some reductions later, the real deficit is not what you are showing. They don't have any unhappiness from distress, then there's no real deficit.
Real deficit is the amount of yields required for not having unhappiness, and so will understand people. Suppose that, thanks to 3 building reduction, the unhappiness in the city is 1 instead of 4. Then, deficit is the amount needed to lower it by 1 point.

That’s not how it works. The deficit exists whether or not you have 1 or 10 unhappiness, and is calculated independent of the flat unhappiness reduction. So we don’t need to coordinate that.

G
 
@Stalker0

Updated UI as of last night:

View attachment 526448

Ignore the 'actual' line not being justified correctly (it'll be on the same column as Total Deficit et.al.) and the decimal for the 'increase by' line will be x.xx (not x.xxx)

G
Is the deficit for distress still displayed as the average between food and production?
IE it says that I have a deficit of 10.26, and I need 0.779 more to reduce unhappiness by 1. From what I understand, this is saying I need to raise my average of production and food by these amounts.
In actuality, I need to increase a combination of food and production by 1.558 to reduce unhappiness by 1, and increase a combination of food and production by 20.52 in order to remove the deficit completely.

If my understanding is correct, could we just tell the player the actual raw amount that the city needs to gain (ie 1.558 and 20.52)?
 
Is the deficit for distress still displayed as the average between food and production?
IE it says that I have a deficit of 10.26, and I need 0.779 more to reduce unhappiness by 1. From what I understand, this is saying I need to raise my average of production and food by these amounts.
In actuality, I need to increase a combination of food and production by 1.558 to reduce unhappiness by 1, and increase a combination of food and production by 20.52 in order to remove the deficit completely.

If my understanding is correct, could we just tell the player the actual raw amount that the city needs to gain (ie 1.558 and 20.52)?

The deficit is the average, so you need to increase food and/or production in total to eliminate unhappiness. You don’t need to double it.

G
 
The deficit is the average, so you need to increase food and/or production in total to eliminate unhappiness. You don’t need to double it.


G
To confirm, if I increase Bursa's Utrecht's food by 11, I will have cleared the deficit?

Edit: wrong city
 
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I'd say increased to 11.
No, that's not how a deficit works. You can see pretty clearly that this is false anyway. Bursa Utrecht already has a food surplus of 14.

Edit: wrong city
 
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No, that's not how a deficit works. You can see pretty clearly that this is false anyway. Bursa already has a food surplus of 14.

I think you're looking at the Utrecht screenshot. Bursa has a food surplus of 6.75.
 
My two cents:

There needs to be a better explanation of happiness. Following along with threads like these it's pretty clear that even seasoned players have trouble understanding the new happiness mechanics as they're currently presented. This suggests that, while the changes may be mechanically good (and I like playing with them) some more work should be put into explaining as OP has suggested. The game is less fun when things happen unexpectedly, and that is more likely to happen when we don't understand the mechanics (i.e. the tool tips and exposed data are incomplete or unclear). This is doubly problematic because it can be hard to determine why happiness has changed when it goes up or down from turn to turn, especially in the later game where many things happen at once. I've had turns where major trade agreements ended and I lost access to a number of luxury goods, only to have my happiness percentage increase due to some other factor changing. Likewise I've made trade deals only to see basically no effect. Obviously there is an effect, but if I can't figure out the consequences of my actions, then my actions lose meaning and importance.
 
I've had turns where major trade agreements ended and I lost access to a number of luxury goods, only to have my happiness percentage increase due to some other factor changing. Likewise I've made trade deals only to see basically no effect.
A wild guess: your city manager is switching the use of specialists whenever you have an excedent or a lack of happiness. Are you letting the city manager handle your specialists?
 
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