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

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If luxuries won't work as a flat 1 happiness per city per luxury, then we're probably better off throwing them into empire happiness like how they worked before.

We need something to incentivize the acquisition on more than one luxury before whatever city pop threshold is achieved.
 
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So I'm playing Spain on a standard continents map. I've just gotten to Turn 103 and have 8 cities (naturally, no conquest). My plan this game is expand as much as possible, to test the limits of the system. I have hit my maximum passive space at the moment, so I'm about to go to war to get more.

My stats:

1) 80% global happiness.
2) Most of my cities are actually unhappy locally. One city I built on a flood plains for maximum growth is currently 4 happy, 10 unhappy...so its basically stopped growing around Pop 10.
3) I have very few specialists at the moment.

My notes:

1) I like the UI so far. The Global Happiness bar makes good sense (for some reason I've never really understood the two numbers up top before). The needs numbers keep the math but places it towards the back. I can see clearly my unhappy numbers, and the max possible they can have. It all makes good sense to me. The exception is the luxury number, I don't understand why its 1 or 2 or whatever it is.

2) On the other hand, the Global Happiness has lured me into a false sense of security. I honestly thought my happiness was better until I checked all of my cities for this posting, and I was surprised how "bad" things are in my cities. This is an important note, micromanagement is now greater in this system. In the old system as long as the big happy number at the top was good, I was good. Now...I have to watch all of my cities to ensure they are getting benefits.

3) Luxuries don't matter. I currently have 5 luxuries, and only 1 of them is actually giving me a benefit (even in my capital of 12 pop I just checked). This maybe an area where luxuries have to go back to Global. At 1 per luxury in every city it would be way too good, but if luxs don't even give me 1 happy than they aren't worth anything.

4) Specialists are really expensive right now. Effectively I lose 2 (or more) food, +1 GAP, and 5% growth at minimum to have a specialist...that's a lot. My governors are avoiding them like the plague, but could be my current happiness scenario, we will see.

5) Expansion makes Global Happiness easier not harder. With my luxury and base happiness from difficulty (1+3 = 4), I get a 5 pop cushion in every city. That city can be a total dirtball, but I can let it grow to 5 and then cut growth. This adds 1 unhappy and 5 pop to my Global Total (aka 80% happy). Now we will see how it transitions later game as my expansion slows and my cities want to develop. But for right now, not only is expansion not penalized...its actually incentivized.


So my current plan. Start shifting into war to push further, and then see if I can infrastructure up my cities out of their current unhappiness...and see how I look.

Good list. My Progress game is going very well at close to 200 turns, and I agree with you especially on Global happiness creating an exaggerated sense of security (although it's not a problem), and the need to address luxuries. The cost of specialists isn't problematic for me yet.
 
This could make people playing a more forgiving difficulty facing a harder late game without knowing why.

G, you did not answer. Is the settling action now allowed for any case? The only thing preventing settlers (not the settling action) is the requirements of two people in the city.
The risk of overexpansion is real.

It’s still at very unhappy as it used to be.

Okay, so I’m going through all the happiness buildings and I’ve got to say... what’s the deal with late-game needs reductions? Like, Stadium got BONED.

It used to be 1 unmodded :c5happy: happiness and 50%:c5unhappy: boredom reduction, which was massive.

Now it’s -1 unhappiness from :c5unhappy:boredom.

So what’s the thinking? Is the happiness just unnecessary anymore, or is this an oversight? Cause stadiums used to take boredom out back and shoot it; now it’s worse than an amphitheater for that job, cause its:c5culture: generation is lower and the boredom mitigation is the same.

Stadium hasn’t been 50% in a long time. It was 10%.
 
That’s still unambiguously worse than what it was. A happiness reduction is no replacement for unqualified happinessof the same power. Imo the boredom reduction should be -2:c5unhappy: minimum

I need to go through the changes more thoroughly for late game buildings, I just happened to have a stadium replacement that I was modding for compatibility and I was a bit surprised.
 
That’s still unambiguously worse than what it was. A happiness reduction is no replacement for unqualified happinessof the same power. Imo the boredom reduction should be -2:c5unhappy: minimum

I need to go through the changes more thoroughly for late game buildings, I just happened to have a stadium replacement that I was modding for compatibility and I was a bit surprised.

It’s just different. In testing it operates about the same.

G
 
Ok so my game is now at Turn 153. A war declaration by Carthage delayed my plans to take a few CS, but now Carthage is looking ripe for the picking:)

So still at 8 cities. The states

1) Happy is at 96%. It dipped once below 75% but was quickly corrected.
2) I have gotten my local unhappiness under control. My capital only has 1 unhappy at the moment, and I'm trying to do a big growth wave with it right now.
3) I'm starting to incorporate some specialists now that my unhappiness is lower. Though the cost is still pretty high, I am starting to sprinkle them in.
 
Maybe you institute a max for luxuries.

For example, each luxury is worth the greater of .5 or X% of population in every city. So there’s at least a :c5happy: happiness floor
 
Ok so my game is now at Turn 153. A war declaration by Carthage delayed my plans to take a few CS, but now Carthage is looking ripe for the picking:)

So still at 8 cities. The states

1) Happy is at 96%. It dipped once below 75% but was quickly corrected.
2) I have gotten my local unhappiness under control. My capital only has 1 unhappy at the moment, and I'm trying to do a big growth wave with it right now.
3) I'm starting to incorporate some specialists now that my unhappiness is lower. Though the cost is still pretty high, I am starting to sprinkle them in.

I'm on t200, 14 Progress cities including one puppet and four prior annexations. Global happiness is at 92. I'm working specialists the way I always have: right away for all guilds and science buildings. I'm pretty much ignoring local unhappiness, but will focus on it now that I'm at peace and consolidating.
 
I'm on t200, 14 Progress cities including one puppet and four prior annexations. Global happiness is at 92. I'm working specialists the way I always have: right away for all guilds and science buildings. I'm pretty much ignoring local unhappiness, but will focus on it now that I'm at peace and consolidating.
Sure doesn't sound like you're about to build your first Public Works just yet. :)
 
This is definitely more fun. Puppeting cities versus occupying them is a much more meaningful decision now that you know exactly how it contributes to happiness, and finishing a building to squash unhappiness actually works as advertised.

My officemate had a lot of problems with the old happiness system and I'm waiting for him to have time for a game so I can get his thoughts.
 
it it intentional we have the "old" UI version style without the real number of tech/policies, cities etc..?
Spoiler :
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