dylansan
Warlord
Unless my understanding of the system is incorrect, you seem to be making the error in logic that the tooltip suggests.@dylansan If you don't get actual unhappiness from illiteracy then illiteracy isn't the problem you should be focusing on primarily. Ideally you want to get rid of all unhappiness, of course, but that's not going to happen in normal games, so you should focus on the yield that causes your current unhappiness and once you've mitigated that to a sufficient degree the UI will tell you what the next priority should be. It makes no sense to build libraries solely for illiteracy mitigation if your citizens are all suffering from distress and poverty, because your unhappiness won't decrease despite you taking action (since it's the wrong action); so, the UI communicating to the player what causes unhappiness should focus on what actually causes your current unhappiness; anything else would confuse people to much, because it might make them think that, in my example, by focusing on illiteracy they will reduce unhappiness when they won't. If you want to plan ahead for when you dealt with distress and poverty, you can check the additional info that is being added to the tool tips now.
Take the example he posted:
Pop 4 city
- 3 distress (max 3)
- 1 poverty (max 4)
- 0 science (max 6)
You're suggesting the correct strategy is to focus on reducing distress, but what happens in that case? Let's reduce it be one.
- 2 distress (max 2)
- 2 poverty (max 4)
- 0 science (max 6)
How did that improve things? There's still 4 unhappiness. Let's get rid of all the distress.
- 4 poverty (max 4)
- 0 science (max 6)
Hm, okay. So we'll fix poverty then!
- 4 science (max 6)
Am I totally wrong here, or did focusing on distress not help any more than focusing on anything else? The truth is, you will never reduce unhappiness unless you reduce the total potential unhappiness below the population, and it doesn't matter how you do it.