Replying on this thread, rather than the other, which should probably be closed...
Background - I have an issue with a huge traunch of unhappiness cutting in (now in mid classical era) as cities grow from size 5 to size 6, with the effect that a city with net happiness of a few goes to net unhappiness of a lot (like +2 to -8 region), leaving 0 tiles worked (when all the population was all working prior to city growth) and almost instant revolution. This is due to pests (mostly, perhaps a couple crimes too - haven't checked) suddenly coming into force at size 6.
You could argue that the player just needs to be ready for this, but (IMO) that is an inadequate argument for two reasons:
1) It's not reasonable in a modeling sense (real world), so it's not something that a player could predict without having experienced it previously - basically expect it to write off games it happens in unless you're well-ahead or have a very good buffer financially.
2) More seriously, the AI has no way to cope with it, since all it can do is react to the net happiness level (not predict how it might be INDIRECTLY impacted [in this case by growth]), so AI civs having a few cities hitting size 6 at around the same time just break up and implode because of the REV effects killing them before they have time to sort out the mess.
3) As a general rule (and I admit this is just an opinion) effects should be progressive. This is a looming wall however, not a progressive effect.
Possible solutions:
1) Pests could provide a per-population malus (would need new tags)
2) Pestilence could be a property, which mean its effects could kick in as the property level increases in a smoother manner (with the pest buildings that kick in at size 6 just adding property sources). To me this seems over-complicated, and raises questions of the overlap between pestilence and disease
3) (simple fix for now at least) Change them from being triggered at size 6, so that some of them (and which is really totally arbitrary from gameplay perspective) come in at size 4, some at 5, some at 6, some at 7,...
I'd recommend (3) with no opinion about which should move (it really doesn't matter)
Background - I have an issue with a huge traunch of unhappiness cutting in (now in mid classical era) as cities grow from size 5 to size 6, with the effect that a city with net happiness of a few goes to net unhappiness of a lot (like +2 to -8 region), leaving 0 tiles worked (when all the population was all working prior to city growth) and almost instant revolution. This is due to pests (mostly, perhaps a couple crimes too - haven't checked) suddenly coming into force at size 6.
You could argue that the player just needs to be ready for this, but (IMO) that is an inadequate argument for two reasons:
1) It's not reasonable in a modeling sense (real world), so it's not something that a player could predict without having experienced it previously - basically expect it to write off games it happens in unless you're well-ahead or have a very good buffer financially.
2) More seriously, the AI has no way to cope with it, since all it can do is react to the net happiness level (not predict how it might be INDIRECTLY impacted [in this case by growth]), so AI civs having a few cities hitting size 6 at around the same time just break up and implode because of the REV effects killing them before they have time to sort out the mess.
3) As a general rule (and I admit this is just an opinion) effects should be progressive. This is a looming wall however, not a progressive effect.
Possible solutions:
1) Pests could provide a per-population malus (would need new tags)
2) Pestilence could be a property, which mean its effects could kick in as the property level increases in a smoother manner (with the pest buildings that kick in at size 6 just adding property sources). To me this seems over-complicated, and raises questions of the overlap between pestilence and disease
3) (simple fix for now at least) Change them from being triggered at size 6, so that some of them (and which is really totally arbitrary from gameplay perspective) come in at size 4, some at 5, some at 6, some at 7,...
I'd recommend (3) with no opinion about which should move (it really doesn't matter)