Keeping people happy and healthy

Bulwark

Chieftain
Joined
Oct 28, 2005
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This is the first Civ I've played. I haven't actually started a real game, only played through the tutorial. After a while the people in my cities were angry because it was too crowded. What can I do to fix this? Also, some people were unhealthy due to pollution. I'm not sure what the cause was or how to fix it. Any tips? Thanks!
 
Well you can't have more red angry faces :mad: then yellow happy faces :) (cause then you'll just have useless workers)

So two ways to fix this:

1. Decrease red angry faces(ie: 'its to crowded')
- Starve the city so it goes back down in size since the 'its too crowded' faces are the size of your city. So if there are 6 +:) and 7 -:mad: that means you can only support a size 6 size at that time.

2. Increase the yellow happy faces
- putting more military units will cause +:) for each unit (you must be using the right civic that supports this: 'Hereditary Rule')
 
There's waaaaay more to it than this. I'm really tired right now so I might miss some, and I still haven't figured out all the nuances of the game but here's a quick list.

Health:

Terrain: Certain terrain has negative and positive effects. Fresh water and forests have positive effect and jungles and floodplains are negative. Building your city in the middle of a huge floodplain will always cause you problems. Chop down jungles as soon as you can and don't chop down all your forests.

Terrain Bonuses: As far as I can tell, having a terrain bonus that improves health, like corn or wheat or whatever, connected to your trade network will improve the heath of all your cities. Having an improvement like a grocery built will increase this benefit. It's like the health version of the marketplace in CivIII.

City Improvements: From what I can remember aqueducts, groceries, harbors and hospitals all improve city health (I know there's more) and so do a few wonders. Production improvements like forges, drydocks and factories all have negative health.

Happiness:

Terrain Bonuses: Luxury resources are the best way to go. Having these tiles improved and roaded is a must. Unfortunately, you have to wait to research specific techs for some of them before you can build the neccessary improvement. I think you need Calendar for plantations and Monarchy for Wineries, which both come a little later in the game (especially if you're playing at epic speed) around the time where they're REALLY needed.

City Improvements: Theaters, temples etc. and a few great wonders can take care of unhappiness problems fast. I can't remember at the moment, but the marketplace doesn't increase happiness from luxuries like it did in CivIII. Is there any other improvement that does this?

Religion and Civics: The big difference in this game is the religion benefit, which can really affect happiness in this game in a huge variety of ways. For one, you can only build a temple in a city with an established religion. The Civics make a big deal in this too. Combining your religion and civics just right can take care of your unhappiness problems completely.
 
As a tip, if they game starts your first city around a C shaped lip in flood plains, do NOT build there... the unhealthyness penalties from each flood plain tile stack up.
 
Since my question is related to this, instead of starting a new topic, I'll just add it on.

Should removing a citizen or specialist from your city (demoting them to a regular population unit) add back a level of food production, if a tile is available to be worked? Every time I've hit starvation, I immediately put the brakes on growth (avoid growth button), emphasize food, and demote specialists, but the except for avoiding growth, the emphasizing food and demotion doesn't seem to do anything. However, if I add a specialist, food production almost always goes down (removing a worker from a tile).

Is this at all a legitimate way to handle overcrowding, or are all the above tips just more useful?
 
If you use slavery it is a great way to get rid of excess citizens and build things at the same time. The unhappiness penalty for using it is usually gone by the time your population fills up again.
 
Equisilus; are the specialists your demoting turning into Citizens rather than working the land?
 
Religion make people happier if you build the temples as do luxuries.
 
azurefx said:
Equisilus; are the specialists your demoting turning into Citizens rather than working the land?

Nope, they are just going back to regular population, I suspect (the Citizen count doesn't go up). However, after playing another game (which I lost on points only by a few in the last 20 years or so) I've noticed that removing Specialists doesn't have a consistent effect on the 'growth' bar (nor does adding them). I'm still trying to figure out how they relate, although I'm pretty sure adding and subtracting them changes the number of tiles being worked around the city.

Love the game, though. Just have to figure out all the ins-and-outs. :crazyeye:
 
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