Yes, the weight of the value would scale pretty accurately if we use that formula. Food produced in this case should be surplus food, not total food though.Seriously, stop fighting over the numbers, guys. We're still experimenting with ideas and systems right now, so no need to crusade for or against anything at this time.
Something like this shouldn't be too hard, actually - my current system is (ahem) crude. I'll use the amount of food needed to grow to the next level as the topnumber, and the bottom number as the food produced, so:
Code:10 produced and 50 needed to grow = 5x value 60 produced and 200 needed to grow = 3x value etc.
Is this what you had in mind?
G
Except you have to micromanage every city almost every turn due to huge happiness swindles (and barbarians spawning from them). I guess it's pretty fun to micromanage 4 cities, but not so much 20+ of them.
But that not just "numbers" it's a literal multiplier to EVERYTHING in the game.
Also I suspect there are rounding errors, because when I fiddled with the latest save in the bug thread, I could get different happiness results with the same specialists loadout.
Exactly.Reading is hard, right? Aka the difference between 115 and 70.
That would be -39%So not only you get -64% yields
Basic micromanagement of 25- cities is pretty easy and there is no need for advanced micromanagement unless something goes seriously wrong. You just adjust specialists every 5 or 10 turns, lock some tiles and set your preferred focus. Never actually had over 25 controlled cities at the same time, I mostly end up leaving some as puppets and razing ones that aren't usefulExcept you have to micromanage every city almost every turn due to huge happiness swindles (and barbarians spawning from them). I guess it's pretty fun to micromanage 4 cities, but not so much 20+ of them.
I haven't run into this problem, for me the AI usually produce art to trade just as normal. I myself however usually end up ignoring cultured specialists before they get their first upgrade, but I have no idea if that's actually optimal, that's just how I play.In my games, there is a shortage of cultural GP, which causes a shortage of literature and art.
Those specialists get buffed later than the others, which causes the city governors to neglect them.
Previously it seemed like there was a big bias in favor of those specialists and those slots were filled first almost always. Now they're rarely getting filled unless I manually assign them.
(Obviously causes the AI to produce barely any art to trade and also little tourism.)
I wouldn't go that far actually. But if you stray too far from the standard settings it's not really weird that you end up with problems. It's not like you can specifically balance something around extreme cases.Strigver, it has been said that this mod is balanced around standard size maps and standard speed.
You do have a point about the barbarians taking obscene amounts of national resources, like 10,000 science and 12,000 culture. The amount taken depends on how much you have accumulated, which is a real problem. A better implementation in my view is that it should depend on how much you have accumulated as it is right now, up to a fixed cap based on the turn number, strength disparity of the barbarian unit/city, and/or the number of techs discovered. The way it is now leads to some absurd outcomes like the ones you posted.
I like how the system has turned out though. I feel there's actually a real payoff to managing citizens now. Before you could get away with letting the governor manage citizens on most cities, even at higher difficulty levels. Now it's more fun to manage citizens.
However I do believe the governors should value surpluson a logarithmic curve. As it is, each unit of surplus
makes a far bigger difference to a size 7 city than to a size 20 city.
Therefore when a city is smaller, it'd be smarter for the governor to give more weight to each, and then taper off its value with each citizen that is born because - to use an economics term - the marginal utility of each extra surplus
declines the more population there is.
For example, when a city is population 24, I really don't care whether the +18 surplusbecomes +19
. On the other hand, for a size 7 city, an increase of +4
to +5
makes a real difference.
Idk if I agree with the premise that food surplus has diminishing marginal utility with city size. Other things equal, sure, each unit of food represents a smaller fraction of a new citizen the larger the current pop. However, a higher pop city is more likely to have more buildings that give bonuses per pop and more tile improvements and specialist spots meaning the new citizen has greater yield potential. So while the food surplus is a smaller slice of the new citizen pie in the higher pop city, the new citizen is a larger/more valuable pie to have a slice of.
I think governors need to just value growth more overall.
In my games, there is a shortage of cultural GP, which causes a shortage of literature and art.
Those specialists get buffed later than the others, which causes the city governors to neglect them.
Previously it seemed like there was a big bias in favor of those specialists and those slots were filled first almost always. Now they're rarely getting filled unless I manually assign them.
(Obviously causes the AI to produce barely any art to trade and also little tourism.)
Yeah, writers/artists/musicians provide less culture than scientists.
It probably doesn't help that GWAM require 200 GPP now to generate your first one (on standard speed), with increases of 150 GPP thereafter. They are less likely to be worked, and produce great works less frequently even when worked.
whoops, that should be 100 - turns out a subtraction of a subtraction is...addition!![]()
whoops, that should be 100 - turns out a subtraction of a subtraction is...addition!![]()
The only person keeping repeating that "ur playing on non-standard settings" is Funak and last time I checked he wasn't the mod developer.Strigver, it has been said that this mod is balanced around standard size maps and standard speed. Your settings could be giving you the problems.
Thanks, capt. Obvious.The key to minimizing unhappiness is to simply have the right buildings in cities as they grow and keep them connected. There are also policies, ideologies, and of course religious beliefs to add more happiness.
The thing is underdeveloped city takes a lot of time to "develop", while it can potentially bog the whole empire for that duration (just like in BNW). As I said, order colonist-settled cities start with capped unhappiness and it keep increasing up until the city builds almost all buildings.Also, 20 cities? I don't know if you're exaggerating, but I can't really think of a time I even had 20 cities unless I was playing on a huge Earth map and was going on a rampage. If you get too many cities to soon, and don't develop them properly, you're going to run into happiness issues in the current system, that's a big part of the idea.
Again, you are speaking general words, but did you play Order empire at least once?Even then, if you go with the Order ideology in the late game, you have plenty of tenets you can pick to manage happiness in huge empires. It's just a matter of planning ahead a bit and not overextending unless there's some huge payoff in another area.
That pressure was caused by world ideology resolution.Edit: Also, looking at your screenshots, your problem is clear. You're suffering from ideology pressure. -144 unhappiness from ideology pressure!! That's crazy town.
You meant to quickly crush that Shoshone with 50+ cities?1. Quickly crush whoever is emanating that ideology pressure if they're within reach
I have 0 unhappiness from boredom, I am 4 policies ahead of Shoshone (who took aesthetics, btw) and mine tourism output is just a bit lower than Shoshone (who has the biggest tourism output). I also have The Motherland Calls built. I presume all these things would somehow help my ideology things, but turns out they won't. Also random wars quickly add up war weariness counter (of which AI doesn't care).2. Get your culture and tourism up bigtime, though this is a slow solution. Terminate open borders, diplomats, and trade routes from ideology pressure civs. This requires declaring war on them.
That's conflicting your previous point about making a war for breaking all deals.5. If you're at war right now, see if you can make peace by giving away some of your puppet cities.
Except any ideology in BNW gave a ton of happiness to counteract these penalties (on my vanilla game with similar settings I have 200+ happiness, albeit with Autocracy, while having 3/5 of the map under my control).In your example, there is nothing wrong with the happiness system. It's simply the result of BNW's ideology system at work.
I've disabled vassals (lol vassalages in information era) because AI absolutely can't into them.Also one final tip:
I see you're playing on a huge map. Instead of accumulating so many cities, consider making other civs you conquer your vassals through capitulation. They will control the territory for you, give you access to resources on the territory, and actually give you a happiness BONUS for being your vassal. It's a decent way to control territory and resources without actually having to own the cities.
Again, you are trying to "prove" your point by using absolute numbers, whilst all unhappiness sources are relative. You can continue to argue about semantics and whatnot, but in the end fully happy empires will have 64% more yields (not SEVERE) than fully unhappy ones (and latter will penalized further for that). In the old system the difference was 67% (absolutely SEVERE). The only advantage of the new system is it spreads penalties across wider gap, but that's a moot point because happiness can drop to the cap at the drop of a hat.Ok, this will be the last time I do this, I promise...
Exactly.
115 is 64% larger than 70. (115/70)-1 = 0.64
However 70 is only 39% lower than 115. (70/115)-1 = -0,39
That means the difference between 115 and 70 is 49% because
(115-70)/((115+70)/2) = 0.49
That would be -39%
That's interesting, why is it mentioned only now? What else hidden penalties we have for founding/conquering cities?Keep in mind, as well, that every city you found increases the global average for all cities by 2% (for needs).
[...]
That pressure was caused by world ideology resolution.
There are problems with AI regarding ideologies and the balance between ideologies, but for that subject I will create a dedicated thread.
The point is barbarians spawned on THE SAME TURN the resolution was passed. Like at one turn I had +30 happiness and on the next -121 with barbs on my ass.
[...]
That's interesting, why is it mentioned only now? What else hidden penalties we have for founding/conquering cities?
I'm pretty sure I only mentioned that once, and later pointed out that you can't really expect the game to be balanced around adding extra civs. Which is still a valid argument as adding extra civs pretty much broke vanilla as well. going outside the standard settings have always been on your own risk, in pretty much every game.The only person keeping repeating that "ur playing on non-standard settings" is Funak and last time I checked he wasn't the mod developer.
I don't use any mods aside from CBP so I use settings provided by it.
I stopped trying to "prove" "my point" ages ago, I think I've gotten my message across to those who cares at this point. Currently I'm just correcting your math, you're allowed to have whatever opinion you want, but if you're using faulty math on the internet someone is going to correct you. That pretty much goes for everyone and I assume someone would correct me as well if my math or data was wrong.Again, you are trying to "prove" your point by using absolute numbers, whilst all unhappiness sources are relative. You can continue to argue about semantics and whatnot, but in the end fully happy empires will have 64% more yields (not SEVERE) than fully unhappy ones (and latter will penalized further for that). In the old system the difference was 67% (absolutely SEVERE). The only advantage of the new system is it spreads penalties across wider gap, but that's a moot point because happiness can drop to the cap at the drop of a hat.