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!
Online as of 11:45pm EST. Not savegame compatible (duh).
Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA
Cheers,
G
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
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