New Version - January 29th (1-29)

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I can't believe G doesn't know this. It's one of the best ui mods I've ever used.
He does know about it. No further comment.
 
Has nobody else got those insane happiness issue !!!??

I've had them too. I remember conquering Morocco's capital and second best city (tradition, both had GPTI/etc), built everything there and it wasn't all that bad... Except I found out if I don't tell it to stop growing, almost every single pop of the 20 pop city will be unhappy. Similar with his second one. Chateauxes, putting Great Works there didn't help, neither did my UIs, or trade routes. In fact that game, despite me balling out of control already, I've had to tell most of my cities to stop growing at one point, only to let them grow after more policies or another building or two of a kind were unlocked. Sure, this city is an anomaly, but I've had 10-15 pop cities that i also had to stop growth because I don't feel like having a super unhappy empire.

After some time it just got better, but were I not in a crazy snowball, it'd not be so good. Poverty is nuts. The more cities, the harder to handle.
 
I think something has been overtuned or doesn't work as intended with happiness.
My most developed cities generate an insane amount of unhappiness ( from religious division and poverty)


Check the screenshot.

As you can see the infrastructure are right and, I don't have many cities ( seven if my memory doesn't play me ), I am still not able to manage unhappiness in my best cities ( I won't even show screenshot from some weakest cities )

Something is not working right either intentional or unintentional
I only want to notice, your need calculation seems wrong. I was wondering why those values are so high.
If you add the need increases, you come to a normal value of 74%...... and ADDING the need DECREASES gives you that amount of high need modifiers (+144% instead of +74%).
 
If I understand what you're saying, that sounds super broken. I was just about to start a game, but are you saying everything that is supposed to decrease needs is actually increasing them?

I don't think I could play a game knowing that those positive effects were actually bugged to be bad. I guess I'll test it to confirm.

EDIT: I started a game and it seems to make sense. Unlike the screenshot, my modifiers that decrease needs start at -10%, so my 29% needs are reduced to 19%, as I assume is intended. I guess the question is why Gokudo01's modifiers are positive 70% when I'd imagine anything that affects that stat would make it lower. Maybe a mod is using them incorrectly? It's not clear where those numbers are coming from in my game, so it's hard to tell what's going on.
 
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Real life in a nutshell.
If I understand what you're saying, that sounds super broken. I was just about to start a game, but are you saying everything that is supposed to decrease needs is actually increasing them?

I don't think I could play a game knowing that those positive effects were actually bugged to be bad. I guess I'll test it to confirm.

EDIT: I started a game and it seems to make sense. Unlike the screenshot, my modifiers that decrease needs start at -10%, so my 29% needs are reduced to 19%, as I assume is intended. I guess the question is why Gokudo01's modifiers are positive 70% when I'd imagine anything that affects that stat would make it lower. Maybe a mod is using them incorrectly? It's not clear where those numbers are coming from in my game, so it's hard to tell what's going on.

Except vox populi, I am using :

Less ice on map
Reforestation
RAS ( really advanced setup )
city view EUI 11
VP promo icon

I don't think any mods have got anything to do with the happiness system
 
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I can confirm similar issues with poverty unhappiness in two recent games.

In the lead up to and around the mid game unhappiness from poverty escalates rapidly and becomes the greatest source of unhappiness by a country mile. This is even with working multiple merchant specialists, having the relevant poverty reduction buildings and towns/villages. The experience was far worse when conquering and going wide.
 
Needs calculations do seem strangely working:
In my capital the UI says:

Factors that increase needs:
Is Capital +25%
technology +43%
city size: +25
empire size: +9%

Factors that decrease needs:
Basic needs: 54%
Gold need: 44%
Science need: 64%
Culture need: 64%
Religion mod: 82%

Total need modifiers:
Basic needs: +156%
Gold needs: +146%
Science needs: +166%
Culture needs: +166%

The total at the moment is +25+43+25+9+54=156% for basic needs

Really unclear have to say.

Shouldn't the total be 25+43+25+9-54 = 48% for basic needs?

In my game poverty is huge, religious minorities is really sensitive and spiky even with just two minority followers verses 18 main followers.
 
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I'm not sure if the factors that decrease needs are meant to be subtracted, or if they're meant to be a negative value. At the start of the game they're all -10% and it works as expected. The question is why that number becomes positive. It sounds like the modifiers from buildings/etc. are positive instead of negative, which would be a pretty serious oversight. It wouldn't be a trivial fix without throwing a ton of balance out the window.
 
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That look like a big change (essentially geting rid of one of the feature of VP) just for a small exploit.
I can tell you that from where I'm standing, it is emphatically not a feature.

CrazyG also points out how this behaviour is holding up his game in a frustrating way. Now I hear there's some exploits with "conquered religions"? What was the point.

At the very least, I'm going to be issuing a pull request when I can turn this mechanic into a toggle, because it is currently enforced at the Community Patch level and is the reason I can't play with, nor recommend, the CP-as-bugfix-suite to anyone in other circles.
 
I can tell you that from where I'm standing, it is emphatically not a feature.

CrazyG also points out how this behaviour is holding up his game in a frustrating way. Now I hear there's some exploits with "conquered religions"? What was the point.

At the very least, I'm going to be issuing a pull request when I can turn this mechanic into a toggle, because it is currently enforced at the Community Patch level and is the reason I can't play with, nor recommend, the CP-as-bugfix-suite to anyone in other circles.

It is a bug fix. There were broken mechanics in place already in the vanilla DLL. Spaghetti code. I cleaned it up. Without it, civs don’t know which religion they should try to spread.

Please don’t speak on my behalf.

G
 
What is it about vanilla that makes other modders(my memory might be off on horseshoe) so aggressively against changes in the CP? Isn't modding API one of the bigger factors?
 
@Gazebo
Is the happiness issue mentioned above a bug? Or working as intended?

I don't know what would cause "Factors that Decrease Needs" to be positive when it starts at -10, so I feel something must be wrong.
 
What is it about vanilla that makes other modders(my memory might be off on horseshoe) so aggressively against changes in the CP? Isn't modding API one of the bigger factors?
Modders abuse bugs to get their unique ideas working. CP patches a lot of those. A notable separate example is JFD's Hitler Germany UU where Great Generals can be expended for Science and it resulted in being zero'ed out.

There's also that one incident where we completely removed Siege Setup for performance and improved AI Logic and that didn't go well with some modders.
 
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To come back on CrazyG's issue, I was thinking of the following fix:
We could use the ingame counter of great prophet (which I assume does exist since the price of a great prophet is proportional to how many you got) to make it impossible to enhance a religion with your first great prophet. We have to take into account that it is possible to get free great prophet, so maybe we could add a check when a great prophet is born which verifies wether if your prophet counter was already at one and only then unlock the option to enhance. It does leave the situation where you create and enhance a religion with only free great prophets but I can hardly think of such a situation in non-modded vox populi.

All of this remains theoretical since I have no idea whether if it is actually possible to implement.
 
It is a bug fix. There were broken mechanics in place already in the vanilla DLL. Spaghetti code. I cleaned it up. Without it, civs don’t know which religion they should try to spread.

Please don’t speak on my behalf.

G
I'm not speaking for you. I"m referring to a user named CrazyG who made a post somewhere around 45 posts ago.
 
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