Yzman
Deity
Yeah from that picture it appears that Zulu is close to -20 unhappiness, ignoring the overall so that clears my mind. It appears you can have overall happiness in the positive but still have those unhappiness close to or at -20.
It's -20 from public opinion, which is when the civ goes into a Revolutionary Wave. Get it?
It's a new meter. You can see that the Zulu are in the Civil Resistance stage even though they are in the positive for global happiness; the stage is fitting for the 18 unhappy they're getting from ideological pressure.
IIRC, in one screenshot people spotted that the combat penalty % was now equal to the unhappiness. -100 happiness is going to make war rather a challenge under that system.
No, the 20 would be a coincidence, the Public oppinion is based on your Culture compared to their Tourism. The greater their Tourism output is compared to your Culture, the more penalty you will get if you don't share their ideology I think.I am still confused about the separation of the happiness meters in ideology. I know public opinion will determine whether you can change ideology but how are these separate happiness measurements calculated? It seems to me that if you want a happy society, +20 happiness overall is the magic number, according to that screenshot.
This screenshot from http://well-of-souls.com/civ/civ5_bravenewworld.html
shows the Zulu are down to +3 Happiness. So its not completely impossible to get them down to -20. Maybe its just -20 unhappiness from public opinion and not overall happiness.
![]()
Yeah from that picture it appears that Zulu is close to -20 unhappiness, ignoring the overall so that clears my mind. It appears you can have overall happiness in the positive but still have those unhappiness close to or at -20.
As you guys have figured out, the third Q&A is live on the 2K Games Blog.
...
There are a TON of questions to go through. Could you restate it here for me?
I can't promise that it will be answered, but I can pass it along.![]()
-20 happiness? Seems like a mechanic that may not work at the start. IMO probably could become completely useless in singleplayer as most people have little trouble with happy and on higher levels (emperor, immortal, deity), the AI would never even get close to -20 unhappy even with high tourism effects.
We can't allow the AI to change their happiness bonuses at higher levels because that allows to grow, expand and conquer better. In other words, provide some sort of competition against human players. The solution is to change the faulty mechanics to take into account their scalable bonuses.
I'm not quite sure that's entirely true - I mean, when AI sits around with +80on a regular basis, there does seem to be quite a lot of room to give away before they hit rock bottom, and even if they should get in trouble, perhaps there will be somewhere hidden a code that they should actually build happiness buildings?
![]()

I don't think that's the case. They talked about before how it's possible to ignore public opinion by building happiness buildings, getting luxuries, etc. to make up for the lost happiness.
Sounds like cities flip at -20 global happiness to me. Let's just hope AI happiness handicaps have been rebalanced.Unhappiness from Public Opinion is included in this total. At -20 or below this civilization will start to lose cities to revolt and may change to the public's Preferred Ideology.
I really don't. I'm not a big fan of random Great Prophets, coups, and other events that are currently in the game either, because it takes away some of the strategizing.
That's one of the things I liked about it. This is a strategy game, yes, but it's also a game about history. To me, having random things come up that I didn't expect to have to deal with adds to the immersion and enhances the illusion that I'm ruling an empire rather than just playing an elaborate game of chess. There shouldn't be any random events big enough to dismantle your empire and ruin the whole game--it is still a strategy game, after all, and not a complete history simulator. But I liked having minor random events.
Flipping cities on higher difficulty levels is impossible if the AI has to have -20 Happiness. Unless they removed these insane bonuses, meaning they absolutely recreated AI, this is a failure from the get go. They could not recreate the AI, not that much, especially when there is so many other new features...
Maybe Firaxis implemented some new system, which allows AI to keep their bonuses and remain under the flipping threat? Because it is highly unlikely that they changed the AI to the point where they can full heartedly remove their fake bonuses, it's just not going to happen.
I agree.
I loved the random events. It added some personality (weddings, spy espionage, airplane crashes) as well as unexpected disasters that most leaders have to adapt to (tornadoes, mine disasters). I hope someone will make the Civil War's random events into a mod that can be implemented into the main game.

You wouldn't need to absolutely recreate the AI... instead you would recreate the AIs bonuses.
You don't need the AI to play any smarter, just substitute happiness and gold bonuses with production, growth, research, social policy, great person, combat, etc. bonuses
). On a last note, I'd also like for the AI to not pay fixed prices in diplomacy but only buy stuff they really need and for the price its worth for them.