dylansan
Warlord
I'm not a fan of the civ-based yield targets. I think it removes the aspect of unhappiness that represents your overall weaknesses and strengths. You could have terrible gold yields, but suffer no unhappiness as long as it's an empire-wide problem.As already said. The system has a inherent flaw. The unhappines rise can only be stopped by need reduction buildings or by other positive happiness sources. But NOT by increasing the yields. The better you play, the better you plan and succed economically, the more unhappiness you will earn. I will show you why.
Example A is the curent state in my game with Germany. Real values. Cause every full 1 yield difference from yield per pop to median per pop causes 1 unhappiness, and the real median is always modified percentual, In this system, the happiness is permanent rising. If you try to solve the unhappiness by more yields, you only shift the median to a higher value. The risen median value gets increased by the need modifier, which is percentual, but the treshold for 1 unhappiness is flat 1 yield. This discrepancy leads to more unhapppiness, if you rise the yields.
This means, if you play an awesome game and have more yields than anybody else, better than any human, you would also suffer from more unhappiness than any human.
Example B and C are fictional calculations. B shows, how much unhappiness you would gain, if you research 5 more techs and rise the gold income by 20%, thanks to the better techs.
C shows how the next 5 techs would work, if you are able to increase the yields from 120 to 140% of the initial values.
As you can see, the unhappiness rises significantly, and this only by 10 techs and 40% more. Even if you pick a social policy, which increase your yield income percentual, this would inevitable also lead to more unhappiness.
That said, you may be thinking of it wrong. First, I think your "median" in those examples is actually the mean. Median is not an average, but the most "middle" value in the set. If the lowest values increase, it will not change the median unless they surpass the median themselves.
The strategy for dealing with unhappiness now is not to build up yields everywhere, but improve the yields where they are worst. Basically, even out the difference between your cities. If you add culture to the city with the most boredom, it should not increase the median and tbtherefo unhappiness.
That's the theory, at least. I can't comment on how it works in practice as I haven't tried it.