It's because the modifiers "freeze" on the current pop, but as you progress they will increase nonetheless in the "background" (you have more techs, global yield medians increase, etc.). So if you use avoid growth and the city's pop doesn't increase for a long time, the next time it will grow can potentially see bigger jump in needs as a result. As a consequence you should try to avoid using "avoid growth" (which just simply shouldn't exist in my personal opinion). And it's perfectly normal to have unhappiness swings.@Cokolwiek
However I still find it odd why the needs from technology for instance has gone up from 34-46%, and probably as a result, the needs modifiers from 110%-135%. The technology needs in other cities range from 30%-46%, yet the wiki page (probably outdated) suggests it should be a flat modifier across the empire. Is avoiding growth "freezing" the needs modifiers?
I made a guide on happiness, but not explaining exactly how it works. Maybe it's something we could add, but your briefing pretty much covers it.Exactly, it plainly says "for every mountain within 3 tiles of the city". I guess neutral (not within anyone's border) do count.
I asked several times in several threads, including here recently, no one replied, civilopedia also provides no information, so I guess not.
Here is what I know though, and I think I covered most of how unhappiness is governed:
It is some wizardry from global median (which is derived from yields in every city in the game) modified by rather stable values from technology (percentage seems to exactly how much of total techs you have), empire size and city size. It is very obscure in detail, but it works and is rather simple in principles: as global median is derived from yields if you not develop yields through buildings, techs, improvement you will fall behind, because each unhappiness point from needs will require less and less yield deficit (as most cities increase their yields throughout the game). For example 5 more gold will be enough to bring one unhappiness from poverty down in medieval, but not in industrial (and this applies retroactively as system counts whole yields against whole needs at any point). Needs are adjusted on new citizen birth. System does not count set unhappiness points but is: aggregate yields for the city divided by a global median need at the birth of the last citizen. Needs from global median are not normally visible, but they are visible for buildings that reduce global empire needs (but only for the moment they are built at, it shows for example: old need 8.55 gold per citizen for one unhappiness, new 8.22). Some unhappiness is overflowing (can be higher than city population) like starvation or urbanization, but most of those normal ones (boredom, poverty etc.) is limited by population. Unhappiness from needs queues or waits for its time if its overflowing. You tackle poverty, boredom arises. It was there (and it is showed in the city screen as 0 or 1, real: 5), but as your citizens hadn't had any money, they didn't bother there are not enough kpop albums to spend it on, they started that complaints after they got richer. System cannot be directly explained as it is not based on set values but global median which is ever changing, but it is totally understandable when you know which principles govern it. @Gazebo has recently stated that there is no unhappiness increase from entering new era, other than usual technology modifier, I hope this clarifies something for you.
Yeah as I've learned recently, avoid growth can be a bit of a trap. Yes it solves your immediate problems, but it exaggerates unhappiness later in the game. I have found it more useful to just grow through the pain...and once your cities hit higher pops they actually settle out more and become happier.
I made a guide on happiness, but not explaining exactly how it works. Maybe it's something we could add, but your briefing pretty much covers it.
If you some of you want that discussion, let's make another thread. I have mentioned several times that happiness is too easy in several threads.
Sure.Can you give a link? I am interested in reading it.
Being successful in Civ 5 is to some degree do-your-math challenge. Happiness mini-game follows that. Yeah, 12 production in a city that already have 150 or 200 is covered for production needs for the rest of a game for the price of 5 or 6 unhappiness.
To anyone further interest how food and citizens are really needed (which is connected with happiness managament), @CrazyG one time made one of the most insightful (and informative and fun) photojournals of all time, about this, purposefully locking every city on 3 population. Results: for most of game business as usual, even power-spike early because of working some valuable production tiles, not farms. Really, specialists remained the only drawback. I highly recommend it to everyone, I learned much myself: The Three Pop Challenge by @CrazyG
Spain ability is, among other things, getting population when settling. Maybe it was changed to food on settling, but the effect is the same in the early game.I'm playing with July 17th (4.7.17) ver., difficulty level 5. I saw a AI player (spain) found a city at turn 103 with population 1. The next turn the city had population 4; how can that happen?
Spain ability is, among other things, getting population when settling. Maybe it was changed to food on settling, but the effect is the same in the early game.
Spain ability is, among other things, getting population when settling. Maybe it was changed to food on settling, but the effect is the same in the early game.
Do you mean happiness? I'm not sure either. I remember Gazebo experimenting with some local happiness, but I don't think that passed the test.Do luxs give a local benefit to the city they are in the borders of....or is it just through the empire bonus being split up to each of them?
Does anyone know the formula for how military supply from population is calculated?
// --------------------------------------------------------------------------------
/// Units supplied by Population
int CvPlayer::GetNumUnitsSuppliedByPopulation(bool bIgnoreReduction) const
{
if (MOD_BALANCE_DYNAMIC_UNIT_SUPPLY)
{
int iStartingSupply = getHandicapInfo().getProductionFreeUnitsPopulationPercent();
int iValue = 0;
const CvCity* pLoopCity;
int iLoop;
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
int iPopulation = 0;
int iSupply = (iStartingSupply + pLoopCity->getCitySupplyModifier() + m_pTraits->GetExtraSupplyPerPopulation() + GetExtraSupplyPerPopulation());
if (pLoopCity->IsPuppet() && !GetPlayerTraits()->IsNoAnnexing())
{
iPopulation = (pLoopCity->getPopulation() / 2) * 100;
}
else
{
iPopulation = pLoopCity->getPopulation() * 100;
}
iValue += ((iPopulation * iSupply) / 100);
}
if (!bIgnoreReduction)
{
int iTechProgress = (GET_TEAM(getTeam()).GetTeamTechs()->GetNumTechsKnown() * 100) / GC.getNumTechInfos();
if(iTechProgress >= 100)
iTechProgress = 100;
iTechProgress *= 7;
iValue *= 100;
iValue /= (100 + iTechProgress);
}
iValue /= 100;
if (iValue < 0)
return 0;
return iValue;
}
}
Code:// -------------------------------------------------------------------------------- /// Units supplied by Population int CvPlayer::GetNumUnitsSuppliedByPopulation(bool bIgnoreReduction) const { if (MOD_BALANCE_DYNAMIC_UNIT_SUPPLY) { int iStartingSupply = getHandicapInfo().getProductionFreeUnitsPopulationPercent(); int iValue = 0; const CvCity* pLoopCity; int iLoop; for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop)) { int iPopulation = 0; int iSupply = (iStartingSupply + pLoopCity->getCitySupplyModifier() + m_pTraits->GetExtraSupplyPerPopulation() + GetExtraSupplyPerPopulation()); if (pLoopCity->IsPuppet() && !GetPlayerTraits()->IsNoAnnexing()) { iPopulation = (pLoopCity->getPopulation() / 2) * 100; } else { iPopulation = pLoopCity->getPopulation() * 100; } iValue += ((iPopulation * iSupply) / 100); } if (!bIgnoreReduction) { int iTechProgress = (GET_TEAM(getTeam()).GetTeamTechs()->GetNumTechsKnown() * 100) / GC.getNumTechInfos(); if(iTechProgress >= 100) iTechProgress = 100; iTechProgress *= 7; iValue *= 100; iValue /= (100 + iTechProgress); } iValue /= 100; if (iValue < 0) return 0; return iValue; } }
Yeah, I think it was in for about 1-2 version some time last summer. I personally liked this feature (at least on paper), it created a nice incentive to consider where to plant your cities.Do you mean happiness? I'm not sure either. I remember Gazebo experimenting with some local happiness, but I don't think that passed the test.