"Playing on Prince with a Terra map, I was at 3 happiness, then picked an ideology (Order) and took the -20% poverty plus 20% food policy. Next turn unhappiness shot up to 43. The next turn it went to 99. WTH is going on here. In 3 turns I have a 102 happiness swing AFTER picking an ideology."
"Edit: And now after 1 turn at 57, I received a new technology, and it immediately went back up to 114."
https://www.reddit.com/r/civvoxpopu...tress_seems_broken/?utm_source=reddit-android
"How do you counter mid-game unhappiness? It's rampant no matter what I do. I build all the right buildings but the causes keep mounting up."
https://www.reddit.com/r/civvoxpopu...o_much_unhappiness/?utm_source=reddit-android
No median rounding error. Its still some crazy modifier jumps by the tech median.
Played another game with india, and this tech median modifier is so hardcore penalizing.
8 nations, the two "median" nations have 49 and 51 techs researched. We know already, with the 40% calculation, it will always took the lower one (49). And increase this value by one for a mysterious reason. (50)
From the observation of my need modifier by artificially increasing tech from 52 to 54, it confirms that calculation. The median is 50.
Following observations were made in a 8 city empire, capitol has size of 46, secondary cities have a size of around 30.
Going from 2 to 3 tech lead cause +25 unhappiness. Going from 3 to 4 tech lead cause +33 unhappiness.
I dont know how much unhappiness is generated by increasing tech lead from 0 to 2, but there is absolutly no option to deal with 58 unhappiness in a 8 city empire. No single social policy, tenet or building can fix that.
Two more techs in my capital (46) increase the needs by 40%, while a 75% reduction building is able to decrease it by 21%. This means I would need 2 more 75% need reduction buildings for every need to compensate it.
Two more techs in my secondary cities (30) increase the needs by 31%, while a 75% reduction building is able to decrease it by 25%. This means I would need 1.2 of such buildings for every need.
The effect of the tech-median modifier is in no relation to need-reduction buildings.
Gazebo, iam fine with an another increase of the population modifier (I may regret this...), cause this modifier increases slowly and can be stopped by growth. But even if you stop growth and freeze medians, a rampant tech modifier can cause huge happiness swings, especially in lategame. I would suggest the maximum effect of the median can stay as it is, but its reached later (6-8 tech lead).
Another issue:
More unhappiness by needs after setting "no growth":
I set my specialist control to manual and city management to default. Lot of laborers.
After I have set the specialist control to automatic and pressed the no growth button, my unhappiness increased by 24. Unhappiness by specialists is 26.25.
So, even if specialists wouldnt generate any unhappiness, the
105 (!!!) additional specialists would have decreased the unhappiness only by 2.5.