New Beta Version - June 14th (6/14)

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Then why would you grow it more if disadvantages of that are bigger than advantages? It would only make sense if you have high happiness anyway, so you would get those yields with no penalty + more unit supply.
Because a yield is a yield. And yield are supposed to be positive stuff.
Even it may be interesting strategically speaking, I don't want a balance were "gain immediatly 3 pop" could be a bad event.
I have no problems with "1 prod" being better than "10 food" if you have overgrowth. But I have a problem with "nothing" begin better than "10 food".
(And here, using "avoid growth" is considered as not taking the 10 food). Particularly if it can happens in a standard gameplay.
 
Because a yield is a yield. And yield are supposed to be positive stuff.
Even it may be interesting strategically speaking, I don't want a balance were "gain immediatly 3 pop" could be a bad event.
I have no problems with "1 prod" being better than "10 food" if you have overgrowth. But I have a problem with "nothing" begin better than "10 food".
(And here, using "avoid growth" is considered as not taking the 10 food). Particularly if it can happens in a standard gameplay.

I agree. It's the only yield you can actively want to avoid at some point which shows something's wrong. If (notice if) premature humongous overpopulation is a problem, wouldn't making Food cost of a population growth increase more at certain points? So rather than punishing pineappledan's India for having a 47 pop capital in early industrial when he didn't really even focus growth all that much and all he did was make (moderate) usage of his UB, make it harder to get there but not have it be punishing. This way he'd have no real unhappiness problems, but only about 37-45 pop at that point because it'd cost more.
 
This is generally how I see it going, but note this is speculation.

1) When a city first is formed, it is a big unhappiness magnet. Its growth is quick, and with little infrastructure it produces few yields. However, this is partially controlled by the population cap on unhappiness.

2) As the city starts to grow into its own unhappiness drops. The city is working its best tiles, its buildings are giving it very nice bonuses. In fact, I would wager that its unhappiness is lower than you might expect, because its producing so much compared to its population.

3) As the city starts to grow large, the bonuses start to decline. Specialist slots are filling up, the terrain tiles aren't as good as the ones the city is already working, and the buildings just aren't bringing that extra boost of resources like before. However, because the city was overproducing yields before, its just now "producing well". Unhappiness is more than before but manageable and reasonable.

4) As the grows very large, its extra bonus per population is now minimal. Specialist slots are full, terrain is mostly tapped. Buildings add a few yields, but compared to the large pile of yields already there its a drop in the bucket. And so the yield per population drops and drops. This is the danger zone, where population is no longer providing the yields to self-sustain, and there is no way to counteract it except stopping growth entirely.

So I think number 4 is the issue, and probably because (I image) the unhappiness system is somewhat linear in its approach. Its yield per population. That works well for phases 1-3, but then starts to fail out in phase 4 where getting new pop doesn't really translate into getting new permanent yields.

Assuming there is a true problem here, I can see a few solutions:

1) Add a population counter adjustment to needs. Similar to the capital adjustment, cities above X would get a "high pop city" adjustment which would lower the needs a bit. In effect we are adjusting the model to account for the fact that yield per pop starts off linear (or maybe exponential) but then tapers off at the higher populations.

2) Add a happiness bonus to some building for very high pop numbers, or a new building entirely. This is similar to some of the old sewer system equivalents, where you would build buildings specially to counteract the effects of high pop cities. This would is much more blatant and obvious correction, but it would give the player a very direct way to address the problem.

3) Now adjusting the luxury system may help, but I feel that either you make the system too easy for Tall, or make it that Wide can get away with loads of big cities and Tall still suffers. I may be wrong on that, I just feel that luxuries are a bit variable and not the way to address it directly.

So my thoughts would be on number 1.....again, assuming there is a problem.
An excellent point. How many exceptional tiles are there for any of us to plant a city down? 5-6? Once those are worked, probably around 8-10:c5citizen: after the requisite food tiles, then every additional worker is working marginal tiles. Your yields per :c5citizen: can only go down from there.

This is the problem with strategies that try to leverage tall cities, after 20:c5citizen:, the infrastructure and yields potential of cities simply dries up.

You will always want 1-2 large cities, even if they become drains on happiness, because the game rewards large cities in other ways. Only large cities can leverage the :c5production: required to win wonder races. Large cities are necessary for winning wars, and any short to medium term goals, like blitzing diplo units, military units and settlers, etc. require that you have a city with :c5production: to spare. This means that your smaller cities are propping up your population centers, but the revolt mechanic seems to undermine this. If you get really unhappy, the revolt system cuts away at all the cities which were keeping you solvent, starting with the puppets, which are often the smallest drain on your happiness.

I'm entering Industrial now with a new game with Iroquois. I am at +32:c5happy:, but I am standing at the precipice. My capital has 21:c5citizen:, and is generating 5:c5unhappy:. Iroquois' playstyle encourages many small cities which can still be highly productive, so they are perfect for this patch. I am under the impression that the game mechanics, as they are now, heavily favor this kind of civ.

Tradition civs are so last season; Progress is king.

RIP: Arabia, India, China, Egypt, Korea, Maya, Venice, and 4UC Babylon
Long live our ascendant masters: Iroquois, Songhai, Carthage, Shoshone, Spain, Polynesia
make it harder to get there but not have it be punishing. This way he'd have no real unhappiness problems, but only about 37-45 pop at that point because it'd cost more.
Making growth past 20:c5citizen: cost a lot more food is certainly an attractive possibility. It doesn’t directly punish any 1 civ, and makes the civs that can break 30:c5citizen: in a game truly exceptional.

If the curve for :c5food: city growth was made steeper, that would mitigate the ultra-tall problems, and combined with a boost to the efficacy of luxuries could be all that’s required.

Returning to @Stalker0’s three solutions, I also lean towards option 1. However, the most immediate problem with happiness right now is that luxuries are weak. We can re-assess the happiness system when luxuries are working as intended.
 
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Making growth past 20:c5citizen: cost a lot more food is certainly an attractive possibility. It doesn’t directly punish any 1 civ, and makes the civs that can break 30:c5citizen: in a game truly exceptional.

If the curve for :c5food: city growth was made steeper, that would mitigate the ultra-tall problems, and combined with a boost to the efficacy of luxuries could be all that’s required.

Returning to @Stalker0’s three solutions, I also lean towards option 1. However, the most immediate problem with happiness right now is that luxuries are weak. We can re-assess the happiness system when luxuries are working as intended.
Cant believe what I read here.....
Instead of evolving a good happiness system which covers every playstyle, map size and civilization, you only want to make it impossible to create big cities?
 
Because a yield is a yield. And yield are supposed to be positive stuff.
Even it may be interesting strategically speaking, I don't want a balance were "gain immediatly 3 pop" could be a bad event.
I have no problems with "1 prod" being better than "10 food" if you have overgrowth. But I have a problem with "nothing" begin better than "10 food".
(And here, using "avoid growth" is considered as not taking the 10 food). Particularly if it can happens in a standard gameplay.
There is no limit for unemployed citizens which were working high food tiles and gives 1 production, so you are not even forced to use Avoid Growing checkbox. So, problem solved?
BTW, I would love to have such problems that I have too much food; my often problem is the opposite. I play Emperor and I would have to focus my choices specifically for food to have it too much, like belief, policy or too much farms.
My guess is that if you play India then selecting food boosting belief won't be optimal, because you already would have enough food, so instead you could get science per follower belief to boost other type of yields. It's like playing gold oriented civ and selecting beliefs that boost gold even more, when you gain other yields in much lower rate.
 
Cant believe what I read here.....
Instead of evolving a good happiness system which covers every playstyle, map size and civilization, you only want to make it impossible to create big cities?
i should have said “break 30:c5citizen: by industrial”
 
i should have said “break 30:c5citizen: by industrial”
And? Whats wrong with it? Its your decision, your freedom to chose this goal. If you want to reach 30 pop by starting of industrial, you should be able to do it, if the circumstances allows it and you have done some effort for it.
In the time you let your worker generate food for the next population step, you also could have worked a mine to get better infrastructure, or work as scientiest to get earlier a tech. Its a trade.
And it shouldnt be strictly forbidden by the game to reach it.
Imagine the game automaticly force you to a peace deal, if you have conquered 3 cities, or deny 5 turns of your science generation, if you are leading by 3 tech to the average.... its literally the same.

And why 30 pop? Why should 30 population be the threshold? You can work 20 specialists and need atleast around 15-20 worker to get enough food and hammer to support your population and stay online with your infrastructure.
 
So I think that, after all is said and done, there's a pretty clear 'fix' for part of this issue: it's a bigger change, but I think that 'Crime' needs to scale off of production, not city defense. Studying the median has shown me time and again that the 'jumpiness' of city defense creates the lag-gaps in the median which can unfairly punish players. Production is much more fluid, and is easier for players to deal with. It also has the knock-on effect of boosting the value of production tile improvements, a concern we've seen time and again around here. I think it's the right call.

Edit: the other solution I'm considering is having the population scaler be a scaler based on the average population of your cities, not the actual population of the city itself. The real average (not median) would be the factor, and the idea is this: smaller cities are in unexploited territory, and can support new populations. Thus the 'population pressure' of city growth is ameliorated throughout your empire. This would make it so that individual cities are more integral to each other for the purposes of happiness. Does that make sense?

G
 
I wasn’t suggesting that you be prevented from growing, but that the food that it takes to go from 24->25 be increased.

Maybe some of the problem is that cities are growing too fast.

If your hand gets slapped for filling buckets too fast, maybe you need bigger buckets?
So I think that, after all is said and done, there's a pretty clear 'fix' for part of this issue: it's a bigger change, but I think that 'Crime' needs to scale off of production, not city defense. Studying the median has shown me time and again that the 'jumpiness' of city defense creates the lag-gaps in the median which can unfairly punish players. Production is much more fluid, and is easier for players to deal with. It also has the knock-on effect of boosting the value of production tile improvements, a concern we've seen time and again around here. I think it's the right call.
It sounds to me like taking :c5strength:city defence away from population, and replacing it with HP is the culprit.

Should scaling crime off of HP also be considered? I like the way that production does not directly affect any happiness metrics, but is leveraged to build infrastructure that does.
 
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I wasn’t suggesting that you be prevented from growing, but that the food that it takes to go from 24->25 be increased.

Maybe some of the problem is that cities are growing too fast.

If your hand gets slapped for filling buckets too fast, maybe you need bigger buckets?

It sounds to me like taking :c5strength:city defence away from population, and replacing it with HP is the culprit

Actually that made it better, as the median is (overall) a bit lower than it used to be. The jumpiness never changed, though I had hoped it would.
 
There is no limit for unemployed citizens which were working high food tiles and gives 1 production, so you are not even forced to use Avoid Growing checkbox. So, problem solved?
BTW, I would love to have such problems that I have too much food; my often problem is the opposite. I play Emperor and I would have to focus my choices specifically for food to have it too much, like belief, policy or too much farms.
My guess is that if you play India then selecting food boosting belief won't be optimal, because you already would have enough food, so instead you could get science per follower belief to boost other type of yields. It's like playing gold oriented civ and selecting beliefs that boost gold even more, when you gain other yields in much lower rate.
If nothing is better than 10 food, of course 1 prod is better than 10 food. But I don't want nothing to be better than 10 food.
I want to be "working those unemployed slots" because I want production, not because I don't want food.

Also, though it might appear that I was saying "this is the problem in current beta", it is not what I mean, since I still didn't really have the time to play a full game. I was just reacting to the debate and saying that I don't want the balance to go toward "past a certain population, food is something you want to avoid".
 
Cool, G is ahead of the curve. I edited my other post; I think crime scaling off of city HP might be a better system. If it scaled off of production then there is no reason to build walls, etc, except on contested borders

If crime scaled off city hp, then defence buildings would still be relaxant. I think that would mean some city hp would have to be added to train stations, and removed from mine fields though, otherwise the system would heavily favour coastal cities
 
Cool, G is ahead of the curve. I edited my other post; I think crime scaling off of city HP might be a better system. If it scaled off of production then there is no reason to build walls, etc, except on contested borders

Scaling off HP wouldn't help - that's an even more static value.

G
 
So I think that, after all is said and done, there's a pretty clear 'fix' for part of this issue: it's a bigger change, but I think that 'Crime' needs to scale off of production, not city defense. Studying the median has shown me time and again that the 'jumpiness' of city defense creates the lag-gaps in the median which can unfairly punish players. Production is much more fluid, and is easier for players to deal with. It also has the knock-on effect of boosting the value of production tile improvements, a concern we've seen time and again around here. I think it's the right call.

G
This sounds good, it gives the player more options to deal with crime.
But it doesnt really deal with the strong increase in other needs by the exponential effect of population. Any idea to this problem or do you think the new crime based on production will save enough unhappiness to get a bit larger cities?
Is capping the need increase by population a solution?

Maybe some of the problem is that cities are growing too fast.
The increase in necessary food to grow has already a choke point. I think its 20 or 25 population. From this point on, the necessary food rises faster than in the area 1-20/25.
 
This sounds good, it gives the player more options to deal with crime.
But it doesnt really deal with the strong increase in other needs by the exponential effect of population. Any idea to this problem or do you think the new crime based on production will save enough unhappiness to get a bit larger cities?
Is capping the need increase by population a solution?


The increase in necessary food to grow has already a choke point. I think its 20 or 25 population. From this point on, the necessary food rises faster than in the area 1-20/25.

See my edit: I'm shifting to a linear model based on empire pop average. This, in limited testing, is showing promise.

G
 
So I think that, after all is said and done, there's a pretty clear 'fix' for part of this issue: it's a bigger change, but I think that 'Crime' needs to scale off of production, not city defense. Studying the median has shown me time and again that the 'jumpiness' of city defense creates the lag-gaps in the median which can unfairly punish players. Production is much more fluid, and is easier for players to deal with. It also has the knock-on effect of boosting the value of production tile improvements, a concern we've seen time and again around here. I think it's the right call.

Edit: the other solution I'm considering is having the population scaler be a scaler based on the average population of your cities, not the actual population of the city itself. The real average (not median) would be the factor, and the idea is this: smaller cities are in unexploited territory, and can support new populations. Thus the 'population pressure' of city growth is ameliorated throughout your empire. This would make it so that individual cities are more integral to each other for the purposes of happiness. Does that make sense?

G
Both sound interesting, though I'd be worried that the second change would help wide more than tall, especially warmongers who murder off the majority of their new city's population.
 
Obviously this is just theory at this point, but I fail to see how tying crime to production doesn’t just double-hit low production cities. Production is tied to geography, like food, so it’s very hard to make a high:c5production: location comparable to a high :c5food: location, if one is going to choke your empire with unhappiness and one isn’t.

If you don’t have a lot of production in a city, then you can’t build buildings to help with boredom/poverty, etc. Production is the bottleneck through which all other needs are met, so I fail to see how this isn’t just a pure knock-on mechanic.

Better, I think, to have crime’s needs calculated differently from other needs, perhaps on predetermined values for :c5strength:/:c5citizen:, instead of having it float based on median. Crime is already the most static value, so perhaps it’s best to create a rigid needs curve which fluctuates based on tech?
 
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Cant believe what I read here.....
Instead of evolving a good happiness system which covers every playstyle, map size and civilization, you only want to make it impossible to create big cities?
I didn't enjoy reading that either... But luckily it's just one of many ideas so far. Let's hope it stays just an idea. :)

I once grew a city to the size of 60 and had immense fun in doing so, to see it grow, putting all those juicy specialist to work. I felt mighty proude and excited about it. Now, that obviously can't be done any longer.

"Tall" as I see it, in comparison to "Wide", is punished mostly by it's limiting factor to produce:

Four cities can only produce four diffrent objects at one point in time. A "wide" civilization with the double amount of cities can produce eight diffrent objects at one specific point in time. To compensate for this "bottleneck" I believe Tall plays has to be relieved of some of the heavy penalty currently tied to growth [needs] . The argument against this would be that tall has much bigger cities and thus higher production in those cities", but unfortunately this isn't the case at the moment as we all know. My last few games trying to play 4-6 cities (last game with India) didn't end up with me having the largest cities. Everybody Wide or Tall, had just as large cities as me or even "larger" (I had to limit my growth due to "needs"). I also know that I would never as a Tall civ (4-6 cities) vote for anything that requires production in the world congress, because as a Tall civ you can't win those challanges.

Perhaps the current unhappiness problem can be solved through changing tradition by lowering "needs", currently connected to "growth". I think tradition should have this advantage, since it's more or less the same thing as going "Tall". And at the moment you can't go Tall. Not as Tall as I would like. And you can't go taller than wide civilizations either.

I think i'll ditch tradition and trying to play tall for now, to only go progress or authority until this matter is closer to solved [gold].
 
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