(NAB) Horrible Game! Unrecognized Luxuries...

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Sodfather

Ancient Hitman
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Jun 9, 2003
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This phenomena (or rather, this embarassing blunder on Atari's part) occurs in all of my cities, but I will use the city that best demonstrates the problem in my examples.

As in all of my cities, niether of my 2 sources of Fur are being recognized in one of my cities (Munich, Germany). This city is connected to the source by both road and also by harbors. As you can see in the following screens, the two sources show themselves in the city management window, but a happy citizen is not produced. This is how all of my cities are.

Here some screens:

Munich: Lux-less

lux-1.gif


Resulting Anarchy with No Happy Faces

lux-2.gif


The city containing the fur sources. Has a harbor and is connected to Munich by coastal squares and a road.

lux-3.gif


And you can download my saved game here.

Certainly you all realize how important luxuries are to a game...This error has sent most of my cities into riots that they should not have experienced had this bug been fixed.
 
This is not a bug.

I downloaded your saved game to have a look and the appearence that the luxury is not working is due to unhappiness effects that offset the happiness provided by the fur luxury. I am guessing that you recently became a Republic after being in Despotism. In Despotism you can hurry improvements through the "forced labor" method, better known on the forum as "pop rushing" (for population rushing). I'm not sure if you know, but each citizen that dies as a result of pop-rushing makes another citizen unhappy for 20 turns. You can check on why your citizens are unhappy by right-clicking on the unhappy citizen's face in the city view screen -- checking your unhappy citizens confirms the pop-rushing effects being felt in your cities.

The game is a warlord level game which means 3 citizens should be born content -- the fourth will be unhappy without something else to make him happy.

In Munich, the first highlighted city, you have 5 citizens. 3 should be content from the start; a 4th should be content by virtue of the city's temple; a 5th should be unhappy but one of your content citizens should become happy due to the you control. However, you have no happy citizens and one unhappy citizen. When you right click on the unhappy citizen, the pop-up explains the reason for unhappiness:
Unhappy1.jpg


The "It's just way too crowded" reason is just generic unhappiness due to population size. But the "We cannot forget the cruel oppression" reason means you pop-rushed one or more citizens to rush build something within the past 20 turns.

After waiting one turn for Frankfurt to grow to 4 citizens, expecting 3 content by virtue of difficulty level and 1 content by virtue of the temple, plus one citizen moving to happy by virtue of the furs, you instead have:
Unhappy2.jpg


Looks like you pop-rushed a couple of citizens' lives in this city.

By comparison, Hamburg has grown to 6 citizens. We should expect 1 happy (furs), 3 content (difficulty level + temple + content citizen made happy by furs), and 2 unhappy. Indeed, that is exactly what you have, and clicking on the unhappy citizens confirms that there are no lingering unhappiness effects from any pop-rushing:
Unhappy3.jpg


The unhappiness you're experiencing will pass in time (20 turns per citizen pop-rushed in each city).
 
Whooops...:p

Okay, so it's not a bug. But why don't any of my cities show a happy person and an unhappy person? Has the happy person been made unhappy? Why wouldn't they make one of my content citizens unhappy, then at least I'd stil have one happy. Is there a difference?

Thanks a lot.
 
I don't think there's a difference between content and happy, just that conent goes down a step to unhappy, and happy to content. Both count toward your score. I think your happy is made content, and a content made happy (two frowny faces) in Munich, and you never should have had any happies in Frankfurt.
 
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