New Beta Version - March 14th (3-14)

Status
Not open for further replies.

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,399
Location
Little Rock
Hey all,

New beta version inbound. This is the big one! Reminder: this is a beta. I've done extensive bug-testing, but bugs are sure to be present, so bear with me!

Code:
AI
    Blah blah performance improvements etc. etc.
    Adapted AI to new happiness model

Changes

UI
    All happiness-related UI elements given a complete overhaul - check em out!

Maps
    Adjusted communitas slightly -more land, less mountain
Religion
    Holy Law - pop limiter now 250, was 200
    Ceremonial Burial - now 14/14, was 8/8
    Hero Worship - now 25 GA/GG points (dep. on city location), and 100 faith/gap on conquest (was 60/60 faith/gap)
    Apostolic Tradition: now Food and Culture (was food and GAP)
    God-King: now +1 per 5 (was 6); Dagda is per 3
Buildings
    Removed some extraneous late-game happiness:
        Removed happiness on SDI building
        Removed happiness on stadium
        Removed happiness on Smithsonian
    Reduced free happiness on Notre Dame by 1 (was 2)
Happiness
    Empire Scaler
        Needs modifiers scale with the number of owned cities (8% for non-puppets, 4% for puppets)
        Empire needs modifiers can be reduced on a city-by-city basis:
            Walls, Castles, Arsenals reduce them by 5% in the City
            Military bases reduce them by 10%
            Chichen Itza reduces it by 10% globally
    Local Happiness
        Now, most happiness is a per-city mechanic. Each city generates happiness as well as unhappiness.
    Happiness: Can never be greater than your city population. Generated from the following
        Certain Buildings
        Luxuries (scales with city population, not 1:1 but gaining new luxuries does increase the potency of the scaling in a linear fashion, so expand!)
        Policies
        Handicap (applies per city)
        Religion (in some instances, such as building bonuses)
    Local Unhappiness
        Can never be greater than your city population.
        We have the same needs system (distress, disconnected, poverty, illiteracy, boredom).
        Needs are calculated by a Global Median. Global Median = Median of (City Yield / Population). Needs are then modified by the following
            City Capital: +20%
            Empire: +8% for each city, +4% for each puppet.
            Tech: ~2% per tech unlocked (more like 1.33%, but eh)
            Pop: 3% per citizen in the city
        Buildings: Several buildings, and policies reduce your needs directly
            The Defense line of buildings reduces your empire modifier (locally)
            Non-wonder buildings reduce unhappiness from needs directly (they don't affect the modifier, but rather the outcome)
            Wonders and policies affect the modifiers, since they're global in function
        Your Need is compared to your yields. If your yields are lower, unhappiness is generated. It is 1:1 (1 deficit in yield per citizen = 1 unhappy from that yield)
        Specialist (urbanization) and Empire-wide unhappiness are now 'at the top' of the needs hierarchy.
            Specialists are 1 unhappiness each! They're more expensive for a city to maintain, so they're a bit more of an investment to consider. On the other hand, cities don't double dip on them in addition to needs unhappiness, so it averages out to a similar metric to before.
                Note that since puppets can run specialists, puppets do generate unhappiness from specialists (event though they don't get GPP, harsh!)
        Difficulty Handicaps are now applied to each city, and serve as a growth buffer for cities. The handicap starts at 5 for settler, down to 2 for Deity.
    Effects of City Happiness:
        City is Happy (more happiness than unhappiness): Growth bonus (currently 10% growth bonus per point of local happy above 0)
        City is Unhappy (more unhappiness than happiness): For every unhappiness you have above your happy number, you city suffers -10% growth and -10% production towards units
    Golden Ages
        Any 'excess' happiness (i.e. happiness above the city's unhappiness value) in a city is converted into GAP.
        Golden Age threshold and deltas modifier, now 400/2000 (was 750/2250)
    Global Happiness
        Global Happiness is the percentage of your empires citizens that are happy.
    Empire Happiness (sources of happiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital).
        Sources:
            Some Religion happiness (peace happiness bonus, foreign followers bonus, num cities following bonus, happiness per pantheon, foreign spies bonus)
            Natural Wonders
            Minor Civ Happiness (mercantile)
            World Congress
            Vassals
            Events
            City Connections
    Empire Unhappiness (sources of unhappiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital).
        Sources:
            War Weariness
            Public Opinion
    Unhappy Citizens
        In a city, Unhappy Citizens = Happiness - Unhappiness (if happiness is greater than unhappiness, this counts as zero for the city).
    Global Happiness
        Unhappy Citizens * 100 / Total Population
    Effects of Global Happiness:
        100%: No benefit, no penalty. Cities can gain local happiness/unhappiness modifiers normally.
            Global Happiness buffs to science, etc. gone
        75%: No city can benefit from positive happiness for growth, and all cities suffer an additional -25% Growth/Production towards units. -10% combat penalty
        50%: No city can benefit from positive happiness for growth, and all cities suffer an additional -50% Growth/Production towards units. -20% combat penalty. Rebels can spawn!
        25%: No city can benefit from positive happiness for growth, and all cities suffer an additional -100% Growth/-75%Production towards units. -20% combat penalty. Rebels can spawn! Cities can secede!
            Global Unhappiness penalties to science etc. gone
Projects
    New repeatable project- Public Works (base cost 300, era scaler cost 100, repeat cost 100)
        Unlocks at Machinery
        Reduces needs modifiers for distress, poverty, illiteracy, boredom, and religion by 10% in the city in which it is built
            This is a panic button - use wisely!
Buildings
    All non-wonder buildings that used to give % need modifier reductions now give flat unhappiness reductions
    Wonders give 10% reduction (was 5%)
 
Civs
    Venice - removed 20% GM bonus from Puppets, gave Venetian puppets the ability to generate happiness
Policies
    Progress - Equality now gives +1 local happiness for every 8 citizens in a city (was +1 per 12 global)
    Divine Right - 25% of city's produced happiness (not delta!) converts to culture every turn.
 
Improvements
    Landmark: now gives +1 happiness to every city (was +2 to capital alone)
Promotions
    Wolfpack
        Bumped attack bonus by 10% at all levels
        Level 1: gains 1 sight.
        Level 2: gains 1 movement.
        Level 3: gains 40% withdrawal chance

Online as of 11:45pm EST. Not savegame compatible (duh).

Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

Cheers,
G
 
Last edited:
That new happiness system sounds awesome more real world, granular, dynamic, interesting!
@Gazebo do you think this new happiness concept could work towards changing the limit growth button to a "limit but not prevent growth" button?
 
we civ4 happiness now
 
Ohh ohohohoh, you sly dog. I was not expecting this tonight. My body may not be ready...
 
Gold is gonna be more important to a warmonger than production. Even if you are unhappy you can buy and upgrade units like normal.

Man I just started a game and was in the middle of a gigantic mountain range with goddes of nature! Too bad I wasn’t inca. Would it be worth going rationalism over industry as ottomans? (+2 trade routes, + trade route yields for the extra routes I accrue from wonders) Observatories with an average of 9 mountains per city (13 in capital) in a 5 City Empire is insane!
 
Last edited:
Civs Venice - removed 20% GM bonus from Puppets, gave Venetian puppets the ability to generate happiness

What was this GM bonus?
 
Hero Worship gives admiral AND general points for landlocked cities. Not that I'm complaining.
 
Hero Worship gives admiral AND general points for landlocked cities. Not that I'm complaining.
Great Admirals can technically exist inside a city without dying (like ships). So you can expend it for a free luxury.
 
I have a very silly problem as Japan. I went tradition + hero worship. I do not have space for these guys yet, because I teched toward Samurai (not there yet) but do not places to put their great works. I feel like spending them on capital happiness (I can't anyway because open borders aren't a thing yet), culture, and golden ages this early in the game is an opportunity cost.

 
oh god, so much patching to do...

I can tell you right now, Apostolic is going to be a complete beast now. swapping the worst yield for the best yield, Way of the Pilgrim doesn't give nearly as much culture. I guess we'll see tho
 
Last edited:
Good luck!
(I would like to say "Bon courage", but it is untranslatable. Is luck the only way english peoples get out of difficult situations?)
"Be strong" or "You can do it!" are similar phrases of encouragement. "Have courage!" Mostly works for doing something that is difficult but there is also an element of fear involved.
 
Status
Not open for further replies.
Top Bottom