I have been playing with one of the ideas presented here. Specifically:
INSERT INTO Language_en_US (Tag, Text) VALUES ('TXT_KEY_BUILDING_CITY_HELP', 'More cities makes your population more unhappy.');
INSERT INTO Language_en_US (Tag, Text) VALUES ('TXT_KEY_BUILDING_CITY', 'City Hall.');
INSERT INTO BuildingClasses (Type, DefaultBuilding) VALUES ('BUILDINGCLASS_CITY', 'BUILDING_CITY');
INSERT INTO Buildings (Type, BuildingClass, FreeStartEra, Cost, GoldMaintenance,
CityCountUnhappinessMod, ArtDefineTag, MinAreaSize, ConquestProb, HurryCostModifier, IconAtlas, PortraitIndex) VALUES ('BUILDING_CITY', 'BUILDINGCLASS_CITY', 'ERA_ANCIENT', 0, 0,
20, 'COURTHOUSE', -1, 100, -1, 'BW_ATLAS_1', 63);
UPDATE Defines SET Value = 1 WHERE Name = 'UNHAPPINESS_PER_CITY';
It seems to work well in causing increasing unhappiness from city counts.
I did try to set HappinessPerCity to a negative number but it has to be an integer.... and -1 is just too much unhappiness.
These changes result in unhappiness progressions due to city counts as follows:
Code:
Unhappiness
Cities New Old
1 1.2 2
2 2.8 4
3 4.8 6
4 7.2 8
5 10 10
6 13.2 12
7 16.8 14
8 20.8 16
9 25.2 18
10 30 20
11 35.2 22
12 40.8 24
13 46.8 26
14 53.2 28
15 60 30
So 5 cities is the break even point... less than that and you will find your empire happier... more, less so.
It must be noted that the change of 'UNHAPPINESS_PER_CITY' to 1 [from 2] impacts 3 things.
1. BUILDING_FORBIDDEN_PALACE is 1/2 as effective... giving only -.5 unhapiness per city
2. POLICY_PLANNED_ECONOMY is 1/2 as effective... giving only -.5 unhapiness per city
3. TRAIT_POPULATION_GROWTH [ie Ghandi's trait] is 1/2 as bad... giving only +.5 unhapiness per city
I have not formed an opinion yet on if these are better or worse.
Edit: I am also not sure if this is even enough. I mean with a
BUILDING_COLOSSEUM, BUILDING_THEATRE, BUILDING_STADIUM
you can get to 12 happiness.... toss in a BUILDING_CIRCUS for 15.
Even with the numbers I have picked one can get to 30 cities and have only 7 unhappiness per city [not counting pop]
I think the principle is right though.... exponential growth [er well actually is n+(n^2)/5 which is mostly linear to start and exp later.]