Adjust the rates down a bit (5-15%), stalker, and see how the game goes.
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I'm not too surprised, that is a consequence of relatively static defence and "per citizen" counting.I don't understand how a fully defensed out capital fueled by tradition growth can be behind the global "average" by such a degree?
Interesting! If this proves being inconsistent, we might need to implement a "fudge factor" weighting the averages vs. relative empire sizes, i.e. if you have more cities than the world average, you get a break, if you have less, you have to work harder (this wouldn't change the averages, just what's the "effective" average for each civilization it compares against).Also, that meta game theory is fascinating. I hadn't considered it, but I like it, as no two games will have the same happiness curve.
The calculations for CEP didn't reduce defence from population very much. Mostly adjusting the tech modifications and slight reduction in population, and then most significantly a reduction in base defence which is modified from there. I'm not sure I would say it smooths it out either (most of the value is then provided by defense buildings and garrisons). That all resulted in a significant reduction by the later stages of the game in city strengths, in exchange for extra hit points from buildings. Most of the "smoothing out" would be for city combat rather than this mechanic.
Yay someone gave me credit for something.That's exactly why Funak raised the point that city defence is a poor "yield" because until most others it doesn't scale well with city size because of the large constant term (and why I said making city defence more static CEP-style will exacerbate the problem).
Mathematically, there are only two ways around this problem: either compare average city strength on a city level, disregarding the population-based part of city strength or compare average city strength per citizen, disregarding the constant part (something like 9 x era modifier).
In all honesty the current system punishes growth extremely much, probably way too much
In my emperor game (CP v57 first build / CBP / CSD), I could keep my wide empire (13 cities at the end) happy (sometimes barely) during all the game. And that's with taking 3 capitals and without most of the happiness buildings before the very end of the game. So sometimes at least it may work.
But it may be a consequence of nearly every civ playing wide or being a bit outteched... It was dragging the global average down and helping me.
It's a very unpredictable system because it all depends on things you don't see (what happens in the rest of the world) but I like it. When things go south though, you don't really have any solution, even buildings don't help that much. But those buildings and systems will be reviewed soon if I understood correctly...
I was talking about the latest build. Also happiness was totally fine for the most part of the game, just the last 3 eras where unhappiness skyrocketed.
The points regarding disorder make sense. I can revert back to just measuring defensive buildings and garrisons pretty easily. I think the 'meta' is fine- variability in average per game means that there won't be a standard 'build' for each game, which is nice. The key is giving players the tools to deal with unhappiness directly, which will come with buildings.
Right now there's only two unhappiness-reducing late-game buildings. That, plus ideology pressure pain, does make it difficult to deal with late-game unhappiness. I'm aware of this, but I've been holding my cards until the CEP stuff is in. Tweaking ideology unhappiness down a bit, and perhaps buffing ideology tenet happiness a bit, would probably help as well.
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The key is giving players the tools to deal with unhappiness directly, which will come with buildings.
I think my main issue with this happiness system is that it's just not consistent - I can do the exact same build and cities on the same map with the same civs and be fine one time but not fine the other
I actually like that it's not the same every time, you have to adapt to whichever happiness margin you get.
I just started a new game with the latest build. Now I'm -4 happiness but it's pretty logical : as Assyria, I decided to attack Denmark and took 3 cities as puppets so I've got 7 cities early in the game now and I'm totally overextended, my territory is huge.
So I get isolation unhappiness (5) and some pillaging unhappiness too due to wars. It makes sense and I'm where I would expect to be with my strategy. I can solve some unhappiness by connecting cities and removing pillaged squares.
The earlygame is fine, it is the lategame that isn't sustainable.