Even if the AIUnhappinessPercent=200, the AI won't be unhappy.Unhappiness should NOT lead to stopping population growth/unproductive citizens,...
In a very bad and uncreative way....instead it should lead to rebellions (one of the things I am glad they put in Civ5)
Troytheface? Is that you?Truth be told that i'm also an hybrid fool when it comes to online communications.
1- Poetry is more than just a challenge, it's philosophic enough to hide intent in complex allegories.
2- Art is a way to paint reality with personal warping effects, so to speak.
3- Québec is 90%+ French, indeed. The Montréal urban multi-cultural melting-pot is a Federal Gov trick to prevent Sovereignty in the Province.
4- I'm never on "something", Venerous. Caffeine maybe, in mornings or late evenings.
5- Nerd, Freak, Brain, Illiterate, Idiot, Genius, Boss and so on -- i've been called so often on bluff, i've lost track.
6- I'm happily retired (with bazillions stacked in a bank somewhere - that too i sometimes forget which) but still enjoy coding stuff.
7- And i'll do it all over again. So, brace yourselves. Lucky you, i hate typos - it might help us (at least) comprehend each others. Here's hoping.
Gosh, i'm sooooo Off-Topic - too!
Seems that even the devs regard quite a lot of their BIG selling points for Civ5 as being weak.This statement was in the release notes:
"With future patches well continue to iterate through Civ V systems and fine tune the balance of each one. So far weve already identified combat, multiplayer, late-game policies, wonders and civilization-unique bonuses as additional areas that will benefit from this sort of attention. And as this journey progresses we promise to keep an ear to the ground for other areas the Civilization community may want us to address. Continued collaboration between community, our gameplay testers, and the development team will be nothing but a win for Civ V."
So your cities should be more unhappy if
1. they are farther from your capital
2. you have lots of cities
3. Other cities are big (you have lots of imperial population)
@ lschnarch: For 3., if ruled by a capitalistic goverment big cities would logically be more unhappy.
How in the world am I politically proselytizing, may I ask?Want to try answering that one again, this time without the political proselytizing?
Troytheface? Is that you?
How in the world am I politically proselytizing, may I ask?
Bewhilders me that someone could rationally come to this conclusion. Wasn't intentional.
How in the world am I politically proselytizing, may I ask?
Bewhilders me that someone could rationally come to this conclusion. Wasn't intentional.
I too am interested in hearing the answer to this.but why would unhappiness have anything to do with the capitalist nature of the government?
Oh, thanks for the clarification. DE-I too am interested in hearing the answer to this.
@Psilon: Troytheface was a poster here notorious for his rather unusual writing style.
GAMEPLAY
Taper off benefit of excess food when building settlers
Golden Ages now provide +20% production per city rather than +1 hammer per tile
STRATEGIC AI
Prevent AI from building too many AA units
Don't allow CSs to build Manhattan Project
AI calculation of enemy military might are tweaked based on size of enemy gold reserve
AI calculation of enemy power now takes into account promotions
DIPLOMATIC AI
Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
Denunciations expire after 50 turns
Declarations of Friendship expire after 50 turns
BUG FIXES
Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
Additional bug fixes and tweaks.
Love the Aqueduct building.BALANCE CHANGES
Game Rules
Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
Cities now only get 1 free production and 0 free gold (1 less in both cases)
Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
Allied maritime city states provide 3 food per turn to the capital, not 4
Balance pass on production and maintenance costs throughout the game.
Buildings
Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
Palace boosted to 3 gold and 3 production
Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
Market and Bazaar provide 2 gold (as well as +25%)
Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
Windmill now has a +15% production modifier (for buildings only) and provides 2 production
Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
Lighthouse gives bonus 1 food for Fish; cost reduced
Ironworks dropped to 8 production (but earlier in tech tree now)
Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
Hospital adds 5 food (but no longer retains food), requires Aqueduct
Forge adds +1 production to each source of Iron
Reduced Armory maintenance to 2 gold
Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
Reduced Theatre happiness to 4
Reduced Monastery maintenance to 0 gold
Reduced Garden maintenance to 1 gold
Reduced Observatory maintenance to 0 gold
Reduced Opera House culture to 4, and reduced maintenance to 2 gold
Removed the Great Person Point from Public School
Specialist Adjustments
Temple -1 Artist
Mud Pyramid Mosque -1 Artist
Opera House +1 Artist
Bank -1 Merchant
Satraps Court -1 Merchant
Stock Exchange +1 Merchant
Observatory -1 Scientist
University +1 Scientist
Garden -1 Artist
Laboratory -1 Scientist
Public School +1 Scientist
Improvements/Routes
Production bonus from Railroads reduced to 25%
Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
Fishing Boats give 1 food, not gold.
Fishing Boats give 1 gold with Compass.
Camps on Deer give production instead of food .
Remove 1 extra food from Sugar plantations.
Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
Trading Post & Camp gold increases by 1 with Economics.
Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
Mine & Quarry production increases by 1 with Chemistry.
Plantation & Pasture food increases by 1 with Fertilizer.
Well & Offshore Platform boosted to 3 production (from 1).
Academy increased to 6 Science.
Landmark increased to 6 Culture.
Manufactory increased to 4 Production.
Early game nerf in the case of fish. Especially in non capital.Policies
Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
Aristocracy: Wonder bonus reduced by 5% to 20%.
Legalism: Provides a free Culture building in your first 4 cities.
Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
Landed Elite: +15% Growth, and +2 Food per city.
Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
Liberty: +1 culture per turn in every city.
Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
Representation: Each city you found will increase the cost of your next Policy by 33% less. Also starts a Golden Age.
Order: Reduce Order production bonus to 15%.
Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.
Modern ear techs did feel way too cheap.Resources
Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
Marble boosts wonder production by 20%, down from 25%
More early game nerfing for coastal non capital cities, especially if your capital isn't coastal. Later on it just means your work boats are even more likely to be built from an established city.Technologies
Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
Move Lumbermills up to Construction
Move Bridge Building back to Engineering
Move Ironworks to Machinery
Units
Workboat cost increased
Settler cost increased by 25%
The first has a potential to cause micromanagement to be needed when starting to build a settler.
The second is a major nerf to golden ages production.
GAMEPLAY
Taper off benefit of excess food when building settlers
Golden Ages now provide +20% production per city rather than +1 hammer per tile
These are good changes
STRATEGIC AI
Prevent AI from building too many AA units
Don't allow CSs to build Manhattan Project
AI calculation of enemy military might are tweaked based on size of enemy gold reserve
AI calculation of enemy power now takes into account promotions
DIPLOMATIC AI
Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
Denunciations expire after 50 turns
Declarations of Friendship expire after 50 turns
Hopefully this also eliminates the "pretend friendly".
BUG FIXES
Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
Additional bug fixes and tweaks.
In addition to nerfing the ICS strategies; this is a major production hit to cities just founded, and it's also likely to lead to a situtation that the trade route to your new city won't pay for itself until it reaches a certain size (even if your capital is huge)
Martime states nerfed again. Still remain the most useful city states though.
Love the Aqueduct building.BALANCE CHANGES
Game Rules
Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
Cities now only get 1 free production and 0 free gold (1 less in both cases)
Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
Allied maritime city states provide 3 food per turn to the capital, not 4
Balance pass on production and maintenance costs throughout the game.
The palace boost just brings your capital back up to where it was considering the loss of 1 production & gold each in every city.
Good idea on the Granary.
In most cases, +2 hammers + 15% production will come out slightly ahead of the old +20% production.
Stable & Forge becomes much more useful.
In the case of Factories: +3 hammers + 25% production likely to be less than the old +50% production by that point in the game.
The hospital change to major food bonus definitely needed in light of the Aquaduct.
Reductions to maintance costs: good
Not happy about the reduction of unhappiness from those buildings though.
Buildings
Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
Palace boosted to 3 gold and 3 production
Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
Market and Bazaar provide 2 gold (as well as +25%)
Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
Windmill now has a +15% production modifier (for buildings only) and provides 2 production
Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
Lighthouse gives bonus 1 food for Fish; cost reduced
Ironworks dropped to 8 production (but earlier in tech tree now)
Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
Hospital adds 5 food (but no longer retains food), requires Aqueduct
Forge adds +1 production to each source of Iron
Reduced Armory maintenance to 2 gold
Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
Reduced Theatre happiness to 4
Reduced Monastery maintenance to 0 gold
Reduced Garden maintenance to 1 gold
Reduced Observatory maintenance to 0 gold
Reduced Opera House culture to 4, and reduced maintenance to 2 gold
Removed the Great Person Point from Public School
Overall; this pushes back the ability to have specialists until later in the game.
Specialist Adjustments
Temple -1 Artist
Mud Pyramid Mosque -1 Artist
Opera House +1 Artist
Bank -1 Merchant
Satraps Court -1 Merchant
Stock Exchange +1 Merchant
Observatory -1 Scientist
University +1 Scientist
Garden -1 Artist
Laboratory -1 Scientist
Public School +1 Scientist
Rail production bonus did seem a bit much. I am hoping that the capital will now be considered to have a rail connection to itself though.
These appear to all be in the direction of less commerce, particularly early on.
But in most cases, doesn't actually change what the best improvement is.
(And in the few it does : such as flat plains not on a river, those are low priority tiles anyway.)
Improvements/Routes
Production bonus from Railroads reduced to 25%
Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
Fishing Boats give 1 food, not gold.
Fishing Boats give 1 gold with Compass.
Camps on Deer give production instead of food .
Remove 1 extra food from Sugar plantations.
Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
Trading Post & Camp gold increases by 1 with Economics.
Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
Mine & Quarry production increases by 1 with Chemistry.
Plantation & Pasture food increases by 1 with Fertilizer.
Well & Offshore Platform boosted to 3 production (from 1).
Academy increased to 6 Science.
Landmark increased to 6 Culture.
Manufactory increased to 4 Production.
Basically looks like Tradition & Liberty branches were torn up and rewritten. Overall, Liberty looks much better than before, but even Tradition appears better than it was.
So big thumbs up.
Early game nerf in the case of fish. Especially in non capital.Policies
Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
Aristocracy: Wonder bonus reduced by 5% to 20%.
Legalism: Provides a free Culture building in your first 4 cities.
Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
Landed Elite: +15% Growth, and +2 Food per city.
Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
Liberty: +1 culture per turn in every city.
Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
Representation: Each city you found will increase the cost of your next Policy by 33% less. Also starts a Golden Age.
Order: Reduce Order production bonus to 15%.
Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.
Minor nerf to Marble, but considering that so far I've never started near Marble, don't mind much.
Modern ear techs did feel way too cheap.Resources
Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
Marble boosts wonder production by 20%, down from 25%
Good changes to these wonders and civ unique bonsues.Technologies
Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
Move Lumbermills up to Construction
Move Bridge Building back to Engineering
Move Ironworks to Machinery
Oil change was definitely needed; before I felt like I had to buy out every CS with oil to have enough to support a decent airforce.Wonders
Colossus no longer goes obsolete
Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.
Civ Unique Bonuses
Reduce Chu-ko-nu from 10 to 9 ranged strength
Doubled culture from kills for Aztecs
Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
Paper Maker only provides 2 gold but no longer requires any building maintenance
And the rest of these map generation changes look good as well.
Map Generation Changes
Increased Oil quantity per resource.
Minimum Uranium is now 2.
Cut Deer Appearance in Arctic regions.
Adjusted Sheep placement so it is more spread out.
Decreased Wheat appearance in Plains.
Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.
Troytheface? Is that you?
Seems that even the devs regard quite a lot of their BIG selling points for Civ5 as being weak.
Originally Posted by KrikkitoneSo your cities should be more unhappy if
1. they are farther from your capital
2. you have lots of cities
3. Other cities are big (you have lots of imperial population)
1) Why?
2) Why?
3) Why?
Actually, I don't see any real life reason for any of these unhappyness-causing factors.
Even if the AIUnhappinessPercent=200, the AI won't be unhappy.
So, only the human player, who should be having fun, suffers from this feature.
In a very bad and uncreative way.
There's no point when suddenly 2 (barbarian) GDRs appear in your territory.
Only civ1 had the right implementation of rebellion.
In civ4, culture caused rebellion, which was also implemented well.
Well, I can give some real life reasons:
On point 1: The farther a city is from the capital, the longer the central government's OODA (Observe, Orient, Decide, Act) loop for dealing with that city becomes. If it takes three months to send a message one-way between the frontier city and the capital, the instructions coming from the capital are going to be six months out of date. To the people in the frontier city, the government in the capital will seem out of touch and unresponsive. The young United States nearly split East-West because of the problems with communication between the frontier and Washington, D.C. It was canals, Ohio & Mississippi river steamboats, the railroads, and the telegraph which managed to hold East and West together long enough for the US to split North-South.
Points 2 & 3 are related: The more cities you have and/or the more population you have, the more interest groups there are to deal with. The more interest groups there are to deal with, the harder it is to keep them all happy, or at least content.