New Version - January 14th (1/14)

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Sorry to repeat myself, but has anyone also noticed difficultly and weirdness with happiness in general?

First, I notice my happiness level will change mid turn, without me actually doing anything. Perhaps this is just the old civ 5 engine showing it's age and having a hard time with the complex CPP happiness system or perhaps it's some other weirdness.

Second, I noticed that in some games I'm having a near impossible run trying to keep my happiness level from sinking into the deep red. I will see it jump down 6 or 8 points and can see no good reason for it. (this is BEFORE the ideologies stage of the game mind you). I find myself doing a losing battle of getting it up by a point or two, only to lose my head way and end up falling even MORE behind.

The final straw for me was in my last game I finally built Neuschwanstein, by this point I had over 10 castles built and figured it would be my break, nope, my happiness ends up actually going DOWN afterward by a good 6 points.

I don't know if this is EUI related or not, but if you hover the mouse over a city's banner and you don't have every citizen manually locked down the city governor will reassign citizens, changing yields and as a result, changing happiness.
 
Happiness fluctuation is partially intentional (and is a byproduct of having the entire system run off of a global median model). Without any variability, happiness becomes a very static part of your empire. Fluctuations in global productivity, gold, etc. can all affect happiness.


G

In my opinion it's has too much (of what seems like) random changes. Using my previous example, I built a wonder that should have netted me 10 or so happyness. However, I end up have 6 less the next turn... Meaning I went down 16 points in one turn from hitting the next turn button.. This is again previous to the igology stage of the game.

The side problem with it not being a straight forward formula like in without CPP is it's much harder to spot issues with it that need to be adressed. I suspect it's not working "correctly" on some level right now, but it's near impossible to spot exactly where it's doing it.
 
In my opinion it's has too much (of what seems like) random changes. Using my previous example, I built a wonder that should have netted me 10 or so happyness. However, I end up have 6 less the next turn... Meaning I went down 16 points in one turn from hitting the next turn button.. This is again previous to the igology stage of the game.

The side problem with it not being a straight forward formula like in without CPP is it's much harder to spot issues with it that need to be adressed. I suspect it's not working "correctly" on some level right now, but it's near impossible to spot exactly where it's doing it.

It's based on a median, however changes in your empire (tile shifts, tech increase, etc.) can all factor into that. The median is graded so that it can only change so much in a turn. It's working correctly.

G
 
It's based on a median, however changes in your empire (tile shifts, tech increase, etc.) can all factor into that. The median is graded so that it can only change so much in a turn. It's working correctly.

G

It's of course your mod.

I will see if I can post some saves showing some strange weirdness going on when I get home from work tomorrow, if you would like. Perhaps someone can show me where I am gong wrong if anything.

I might even have a save where I have every single non-wonder building in all of my cities that is available that reduces unhappiness/creates happyness yet am still running at -25.

edit: acutally, I think I figured it out, problem with me not noticing something I think, let me try a few things and see if I can catch any crazy jumps or weirdness
 
It's of course your mod.
I might even have a save where I have every single non-wonder building in all of my cities that is available that reduces unhappiness/creates happiness yet am still running at -25.

Bad yields?
Try to plant some GP (great scientist for illiteracy).
If poor, Maybe add some villages (even better with rationalism).
if bored, some great works can help.

Religious unrest?
Maybe temple, maybe missionary. I didn't know how to get rid of this.

crime?
i consider it as normal.
 
Bad yields?
Try to plant some GP (great scientist for illiteracy).
If poor, Maybe add some villages (even better with rationalism).
if bored, some great works can help.

Religious unrest?
Maybe temple, maybe missionary. I didn't know how to get rid of this.

crime?
i consider it as normal.

I always use my early Great Merchants/Scientists to fix poverty/illiteracy in my weaker cities.

Religious unrest is best cured with a Great Prophet, or if one is not available, an inquisitor to wipe out the heretics and then a missionary.

Most of my cities have atleast 1, sometimes 2 unhappy from crime during medieval/renaissance , but I chalk this up to my love for population growth.
 
I always use my early Great Merchants/Scientists to fix poverty/illiteracy in my weaker cities.

Religious unrest is best cured with a Great Prophet, or if one is not available, an inquisitor to wipe out the heretics and then a missionary.

Most of my cities have atleast 1, sometimes 2 unhappy from crime during medieval/renaissance , but I chalk this up to my love for population growth.

I'm usually spreading my academies out to lower illiteracy but usually stack Towns around my capital for better outputs from that city.
It is worth noting that depending on your founder choice, Holy-sites can help combat poverty/illiteracy/boredom as well.

Never actually used a great prophet to wipe religious unrest, I only really have problems with unrest when I don't get a religion (and at that point you can't really get prophets that easily either :D)
 
It's based on a median, however changes in your empire (tile shifts, tech increase, etc.) can all factor into that. The median is graded so that it can only change so much in a turn. It's working correctly.

G

I recall a few instances of having just solved 1 source of unhappiness (like building a library to counter illiteracy) and then the next turn comes a new type of unhappiness (like boredom). That very citizen who was complaining about illiteracy proceeded to complain about boredom after the library was built (and a specialist assigned to it).

I also recall a few times when a city was complaining about crime, so I placed a garrison in it. The local crime disappeared but was immediately replaced with boredom. So there was no net change in my happiness.

And I'm not exactly sure what happened in this one, but I believe I once saw one of my cities' local unhappiness go from 0 to 3 as a result of gaining 1 citizen. I assume it was because its growth reduced all of its yield per citizen values, thus bringing the yields per citizen below the thresholds, resulting in multiple complaints. I sure wish I saved that game.

I think the above scenarios all contribute to the unhappiness sinkholes that we're experiencing. I suggest making it such that a new point of local unhappiness can only appear once every 5 turns or so. Citizens should be more gradual in finding stuff to complain about, rather than instantly complaining as much as their population permits. This is so that we don't immediately run into new complaints right after going through the trouble of fixing the previous ones. Hopefully this also reduces the weird fluctuations.
 
Are you sure great prophets tourism part when planted is working correctly? Or its just me not seeing it, either worked or not.
 
Just checked - in my game it shows +3 tourism if I check in city screen on left, but it doesnt show on overall tourism on top right corner or when I click it for details.
 
I recall a few instances of having just solved 1 source of unhappiness (like building a library to counter illiteracy) and then the next turn comes a new type of unhappiness (like boredom). That very citizen who was complaining about illiteracy proceeded to complain about boredom after the library was built (and a specialist assigned to it).
[...]

This happens if you have more :c5unhappy: than :c5citizen: in your city - unhappiness outcome is minimum of these 2 values (so in your case you had to build even more buildings but it's still better than having full unhappiness all time).
 
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