Happiness UI elements

I think he was making a joke. But yes 11 food and or production.
Then I don't get it anymore.

Bursa says:
Food 6.75, Production 6.8. Food + Production = 13.5
Deficit is 6 food/production

If it works by the raw summation, Bursa needs just 6 food a/o production.
If it works by the average, it needs 12 food a/o production, isn't it?

Where does the 11 come from?
 
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?

Yes I am. I prefer to play on huge maps, which results in too many cities to reasonably adjust specialists manually. Incidentally, that raises a question: what happens to specialists who are manually assigned when local unhappiness increases?
 
Then I don't get it anymore.

Bursa says:
Food 6.75, Production 6.8. Food + Production = 13.5
Deficit is 6 food/production

If it works by the raw summation, Bursa needs just 6 food a/o production.
If it works by the average, it needs 12 food a/o production, isn't it?

Where does the 11 come from?

Remember, food listed in the UI is post-consumption.

G
 
Then I don't get it anymore.

Bursa says:
Food 6.75, Production 6.8. Food + Production = 13.5
Deficit is 6 food/production

If it works by the raw summation, Bursa needs just 6 food a/o production.
If it works by the average, it needs 12 food a/o production, isn't it?

Where does the 11 come from?
I meant to say Utrecht, not Bursa. Sorry for the confusion. Utrecht's :c5food:/:c5production: deficit is 10.26, so gaining 11 :c5food: and/or :c5production: will completely remove its deficit.

It works exactly like the other needs.

I was asking because I was convinced that in some earlier versions missing yields for distress were being reported as the average,
eg. 10.26 = ( :c5food:+:c5production: )/2
So that, in order to meet the need, you would need to raise :c5food: and :c5production: each by 10.26 (or :c5food: by 20.52 and :c5production: by 0 or by some other combination). This is apparently not currently the case.
 
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Yes I am. I prefer to play on huge maps, which results in too many cities to reasonably adjust specialists manually. Incidentally, that raises a question: what happens to specialists who are manually assigned when local unhappiness increases?
You can pick citizens to work on specialist slots as long as you have spare local happiness. If, by removing a specialist, you losed happiness to be able to work the slot, you may still relocate him in the slot, since the lock is applied at the beginning of the turn.

Even if you play a huge number of cities, I advise to manually control your 3 biggest cities, where most your great people are going to come from. If you play with Improved City View mod, it's a breeze to assign specialists and focus on the kind of great people you want to produce first.
 
You can pick citizens to work on specialist slots as long as you have spare local happiness. If, by removing a specialist, you losed happiness to be able to work the slot, you may still relocate him in the slot, since the lock is applied at the beginning of the turn.

Even if you play a huge number of cities, I advise to manually control your 3 biggest cities, where most your great people are going to come from. If you play with Improved City View mod, it's a breeze to assign specialists and focus on the kind of great people you want to produce first.

That makes sense, but what happens if the local happiness drops below the threshold where a specialist is supported and I already have the max specialists manually assigned? Does the AI decide which one to remove?
 
That makes sense, but what happens if the local happiness drops below the threshold where a specialist is supported and I already have the max specialists manually assigned? Does the AI decide which one to remove?
Yes, based on what your city focus is, and some extra logic. It works very well for secondary cities. In your better ones you may want to control it manually so that you decide which great person is more useful to get earlier.
 
Really loving the new tooltip, it's easy to understand what's happening and help a lot to manage the unhappiness.

Would it be possible for the amount needed to reduce unhappiness to be updated dynamically like the deficit value ?
 
Really loving the new tooltip, it's easy to understand what's happening and help a lot to manage the unhappiness.

Would it be possible for the amount needed to reduce unhappiness to be updated dynamically like the deficit value ?
What you ask for is the deficit value to include the building flat reduction. It is possible, by all means.
This comes to the question whether it should show the mechanics or be a tip. Ideally there should be both, but there's so much space.

If we show a tip, then it's useful for everyone but it would be more difficult to understand how the values are obtained. I'm curious about if this beginner tooltips could be truly of help.
 
What you ask for is the deficit value to include the building flat reduction. It is possible, by all means.
This comes to the question whether it should show the mechanics or be a tip. Ideally there should be both, but there's so much space.

If we show a tip, then it's useful for everyone but it would be more difficult to understand how the values are obtained. I'm curious about if this beginner tooltips could be truly of help.

You misunderstood me,

Currently the tooltip shows:

Total deficit: X :c5gold:
Increase :c5gold: by Y for -1 :c5unhappy:

If I increase my Gold production X will immediatly be reduced but Y will stay the same (if there still is a deficit).
I was asking if this Y value could be updated each time X change.
 
You misunderstood me,

Currently the tooltip shows:

Total deficit: X :c5gold:
Increase :c5gold: by Y for -1 :c5unhappy:

If I increase my Gold production X will immediatly be reduced but Y will stay the same (if there still is a deficit).
I was asking if this Y value could be updated each time X change.

Already works that way.
 
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