Is there random variation in city needs?

DrBaryon

Chieftain
Joined
Nov 18, 2018
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I've noticed that in my game some of my cities have much higher demands for science/culture/etc than others. I imagine some of this is because of the buildings that "reduce boredom/poverty/etc" but this seems to be the case even when cities have the same buildings. Is there random variance in citizen demands? If so it might affect national wonder and GPI placement (e.g I might put Oxford and an Academy in the city that randomly decided it wants high literacy).
 
No random variation.
However, the time since the last growth is relevant: Needs are only updated when the population grow.
 
Huh, yeah I think the high variance must have been from buildings and different growth rates then.

Is there anything besides global averages that affects a city's needs? The tooltip description seemed to suggest it was a complex formula but then everything else says it's just global per capita yields.
 
Huh, yeah I think the high variance must have been from buildings and different growth rates then.

Is there anything besides global averages that affects a city's needs? The tooltip description seemed to suggest it was a complex formula but then everything else says it's just global per capita yields.
There are also tech medians/population modifiers. The population of a city modifies the needs per citizen (more pop = more needs per citizen), tech median takes your position with respect to the rest of the world in tech and applies an empire-wide modifier to your yields (more tech = more needs per citizen).

For variance between your cities, pop modifier would be the culprit.
 
Sounds like another possible test opportunity, to...verify numbers of course...

The hypothesis would be that if you set two cities which have the same population and the same tiles and buildings (could assume a smaller city, maybe no more tiles than a fully populated second ring?) to avoid growth 1 turn before growing, then grow them at the same time, their unhappiness needs should increase by the same amount in the same area(s).

Does this sound like it should work like this? I believe so. I might try testing to verify.
 
Sounds like another possible test opportunity, to...verify numbers of course...

The hypothesis would be that if you set two cities which have the same population and the same tiles and buildings (could assume a smaller city, maybe no more tiles than a fully populated second ring?) to avoid growth 1 turn before growing, then grow them at the same time, their unhappiness needs should increase by the same amount in the same area(s).

Does this sound like it should work like this? I believe so. I might try testing to verify.

You wouldn’t even need the same tiles. Your goal is to show thst the happiness needs are identical for both cities. Each cities ability to fulfill them wouldn’t matter for thst test
 
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