historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
The (Un)happiness game mechanic in Civ5 is quite confusing. The game distinguishes between
- local happiness (by city buildings, certain wonders, certain religious beliefs, certain social policies, ... -> local happiness cannot exceed number of pop in a city)
- global happiness (by game difficulty, finding Natural Wonders, luxuries, certain wonders, certain social policies ...)
- local unhappiness (by population, can be reduced by local happiness before being applied to global happiness)
- global unhappiness (by number of cities. The default global "UNHAPPINESS_PER_CITY" is 3. On worldsize huge, this value is reduced to 1,8 (60%).)
Very often the description to buildings, wonders, policies or religious beliefs just refers to (un)happiness, letting the player wonder if it affects local or global (un)happiness, which is an awful design.
While local unhappiness for smaller cities can be completely compensated by local happiness from buildings, etc., the global happiness from game difficulty, Natural Wonders, luxuries and certain wonders is limited and therefore limits the number of cities a player can support unless he can produce additional global happiness with each city. (If you place 1-4-10 cities, this is not a problem, but when thinking about 100-200 cities, the cumulated global unhappiness would outrun the limited global happiness.)
So far I identified 3 useful sources of global happiness per city/population which are available early in the game.
- Tradition - Aristocracy : +1 global happiness per 10 pop in a city.
- Liberty - Meritocracy : +1 global happiness per connected city. -5% Unhappiness per pop.
- Patronage : Forbidden Palace Wonder : -10% Unhappiness per pop.
(Note 1 : Aristocracy does not provide a bonus for 2 cities with 5 pop each, only if 10 pop are in a city, so it is NOT a simple 10% bonus)
(Note 2 : Meritocracy : The players capital cannot get the connection bonus.)
(Note 3 : Honor - Military Caste seems to give only local happiness and therefore is not an alternative to Aristocracy/Meritocracy)
For a connected size 10 city there are :
+ 1 global happiness for 10 pop
+ 1 global happiness by road connection
+ 1,5 global happiness by reduced global unhappiness from 10 pop (-15%)
= + 3,5 global happiness
For a connected size 15 city there are :
+ 1 global happiness for 10 pop
+ 1 global happiness by road connection
+ 2,25 global happiness by reduced global unhappiness from 15 pop (-15%)
= + 4,25 global happiness
For a connected size 20 city there are :
+ 2 global happiness for 2 x 10 pop
+ 1 global happiness by road connection
+ 3 global happiness by reduced global unhappiness from 20 pop (-15%)
= + 6 global happiness
So far those numbers are theory and I do have to test them.
Depending on possibilities to produce local happiness from buildings, wonders, beliefs and social policies, a group of tall core cities with an unlimited wide empire with size 10-20 cities seems possible. (On huge and giant maps, unhappiness per city is 1,8 and the science penalty is only 2% per city and culture penalty is 5%.)
- local happiness (by city buildings, certain wonders, certain religious beliefs, certain social policies, ... -> local happiness cannot exceed number of pop in a city)
- global happiness (by game difficulty, finding Natural Wonders, luxuries, certain wonders, certain social policies ...)
- local unhappiness (by population, can be reduced by local happiness before being applied to global happiness)
- global unhappiness (by number of cities. The default global "UNHAPPINESS_PER_CITY" is 3. On worldsize huge, this value is reduced to 1,8 (60%).)
Very often the description to buildings, wonders, policies or religious beliefs just refers to (un)happiness, letting the player wonder if it affects local or global (un)happiness, which is an awful design.
While local unhappiness for smaller cities can be completely compensated by local happiness from buildings, etc., the global happiness from game difficulty, Natural Wonders, luxuries and certain wonders is limited and therefore limits the number of cities a player can support unless he can produce additional global happiness with each city. (If you place 1-4-10 cities, this is not a problem, but when thinking about 100-200 cities, the cumulated global unhappiness would outrun the limited global happiness.)
So far I identified 3 useful sources of global happiness per city/population which are available early in the game.
- Tradition - Aristocracy : +1 global happiness per 10 pop in a city.
- Liberty - Meritocracy : +1 global happiness per connected city. -5% Unhappiness per pop.
- Patronage : Forbidden Palace Wonder : -10% Unhappiness per pop.
(Note 1 : Aristocracy does not provide a bonus for 2 cities with 5 pop each, only if 10 pop are in a city, so it is NOT a simple 10% bonus)
(Note 2 : Meritocracy : The players capital cannot get the connection bonus.)
(Note 3 : Honor - Military Caste seems to give only local happiness and therefore is not an alternative to Aristocracy/Meritocracy)
For a connected size 10 city there are :
+ 1 global happiness for 10 pop
+ 1 global happiness by road connection
+ 1,5 global happiness by reduced global unhappiness from 10 pop (-15%)
= + 3,5 global happiness
For a connected size 15 city there are :
+ 1 global happiness for 10 pop
+ 1 global happiness by road connection
+ 2,25 global happiness by reduced global unhappiness from 15 pop (-15%)
= + 4,25 global happiness
For a connected size 20 city there are :
+ 2 global happiness for 2 x 10 pop
+ 1 global happiness by road connection
+ 3 global happiness by reduced global unhappiness from 20 pop (-15%)
= + 6 global happiness
So far those numbers are theory and I do have to test them.
Depending on possibilities to produce local happiness from buildings, wonders, beliefs and social policies, a group of tall core cities with an unlimited wide empire with size 10-20 cities seems possible. (On huge and giant maps, unhappiness per city is 1,8 and the science penalty is only 2% per city and culture penalty is 5%.)