New Version - November 6th (11-6)

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I apologize but I never intended or try to imply that the system is broken.
In fact I rather thought it was due to wrong understanding as stated earlier. I only wanted a better understanding.

Thank you for the info though.

By 'broken' I meant the player's install or their empire, not the mechanic! :)

Good luck!

G
 
I apologize but I never intended or try to imply that the system is broken.
In fact I rather thought it was due to wrong understanding as stated earlier. I only wanted a better understanding.

Thank you for the info though.
There's a small guide on happiness here in the forum, by me ;) Check the Strategy subforum.

Your sudden drop in happiness may also be caused by your technological progress. City needs increase based on population size and technology level. A major cause of unhappiness is having your citizens work on bad tiles, and this is happening when you don't have one worker unit per city.

So, for poverty, it's not only buildings. AI likes to spam villages, giving lots of tiles provinding gold. I'd say that placing villages along common routes is a must (with some towns in between), but spamming villages in places where you cannot make farm clusters or mines is also recommended. Trade routes are good for the income of the homing city, but you can only have so many trade routes; villages, on the other hand, are quite easy to place, just don't break your farm clusters.

Remember that 2 gold is worth 1 hammer. If you want to increase your productivity, check what your citizens are working on. But even if hammers are better, your citizens like gold, so you need some to make them happy. And as long as your empire is happy, don't be too worried about cities.
 
You need X of a yield per citizen, but the amount is a little complex. Its determined based on what other cities in the game are producing (I think it takes the median value), this is why it can fluctuate so much even if your empire seems stable. It also can be adjusted by constructing certain buildings and wonders.
1. Does it matter where the yields come from? I mean working tiles vs. specialists. Some posts suggested that working tiles could give better results?
2. As I understand, you can either increase yield per pop or get a building that decreases required level, like some buildings have in description ‘reduces crime’, right?
3. Do puppet cities add to unhapiness? When I conquered some, the info screen said that they dont increase req for research and culture, but what about hapiness?
 
1. Does it matter where the yields come from? I mean working tiles vs. specialists. Some posts suggested that working tiles could give better results?
2. As I understand, you can either increase yield per pop or get a building that decreases required level, like some buildings have in description ‘reduces crime’, right?
3. Do puppet cities add to unhapiness? When I conquered some, the info screen said that they dont increase req for research and culture, but what about hapiness?

1. It doesn't matter where the yields come from, as long as they add to the city's yield per turn (no instant boosts, like Progress's scaler). Specialists can help as much as working tiles in this regards, just be aware that Specialists generate unhappiness on their own; it's listed as Urbanization. I think it's 1 specialist = 0.25 Urbanization unhappiness.

2. Yes. Note that Wonders can have need redction for your empire as well, like Oracle (-10% Science need) or Branderburg Gate (-30% Defense need). If playing Brazil, triggering Carnival (unique "We Love The King Day") in a city will give it a -50% modifier to all needs.

3. Puppets can also produce unhappiness, like any other city. They have two particular things to consider: a baseline 25% reduction to all needs and a lower yield generation (-50% for :c5science: science and :c5culture: culture, -25% to :c5gold: gold; also -25%, :c5food: food and :c5production: production).
 
1. Does it matter where the yields come from? I mean working tiles vs. specialists. Some posts suggested that working tiles could give better results?
2. As I understand, you can either increase yield per pop or get a building that decreases required level, like some buildings have in description ‘reduces crime’, right?
3. Do puppet cities add to unhapiness? When I conquered some, the info screen said that they dont increase req for research and culture, but what about hapiness?
1) No. Specialist usually generate more yields than tiles, but produce a little unhappiness (urbanisation) and consume a lot of food (+1 per era).
2) Yes. In fact, you should do both. Having all building in all cities is difficult, but you should try to have most building from previous eras in all cities.
3) Yes, they produce unhappiness (I think 75%, or 50%).
Pros of puppets : no science / culture increase of costs (it is a huge bonus, don't underestimate it), and less unhappiness at short term.
Cons of puppets : all yields decreased (I think -50%, but I'm not sure), no increase of supply cap, no choice of production, no faith purchase, and more long term unhappiness (due to underdevelopment)
 
@Legen @Moi Magnus Thx guys!
Ad. 3. That’s what I thought... I left like 5-6 puppets unattended for some time and ended up with 10+ unhappiness in each of them. Took me some time to fix that. I would say that puppet option is good short term, but is gonna hurt you long term.
 
actually with imperialism, you can puppet whatever you want. also if you take a look on conquered city and see, that production of that city wasn't hurt too much, it wouldn't so bad puppet, because it tends imediatelly build missing specialist buildings, it will do that at least faster.
 
I have some missing .dds files problems, expansion2-64 and expansion2-45. E.g. one of promotions for subs is not displayed. Is it known / fixed or maybe my installation got broken somehow?

EDIT. Seems that this is related to Thal's Promotions Mod. I fixed it manually by adding those files to Thal's mod.
 
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