Riots

paulzeromi

Chieftain
Joined
Dec 31, 2004
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Nowhere Land
I just got this game yesterday (and played it all night) but i keep getting one major problem. Every time i turn around, my capital city becomes overpopulated and goes into disobedience or whatever. The only solution I can see is to keep churning out nothing but settlers to keep my population down. Plus, once a city becomes disobedient, you can't build settlers anymore!

HELP ME!
 
Raise the luxury slider, get more luxuries, make a specialist, add MP, etc.

EDIT: And welcome to CFC! [party]
 
Happiness is decided by stacks of factors. The best way to immidiately solve your problem would be to create an entertainer, but a more long term solution would be to build a Temple or similar building. Look in the manual to find out how.
 
Now of course, you don't know how to do these things yet.

In your city screen, you 3 bars where commerce is devided in tax, gold and luxury.
If you press F1, you see at the top of the screen 2 bars that alow you to set percentages how you want to share the income in your cities. Only 2 bars, every % that is no assigned to those 2 bars automatically goes to gold.

Every commerce that ends up in luxury this way will make a citizen happy.

This is nation wide however, but the most efficient way to make your people happy. Sometimes one city requires a lot more luxuries than another. If you do this with the slider, you would be wasting lots of commerce in your other cities only to keep 1 city happy.

Therefore, you can use clowns. In a city, take one worker from his work and you will get a specialist. Click on the specialist's face and you will cycle trough the options taxman, scientist and clown.
Use these minimaly however. Using specialists slows down your city growth considerably or even stops it completely. So it is not good for the future. Try never having more than 1 or 2 clowns in your whole empire.

The best way to keep your people happy however is connecting or trading luxury resources like whines, incense etc... Look in the civilopedia to see what they look like. This gives you an extra happy guy in every city that is connected to it.
Marketplaces enhance the benefit from these resources when you have 3 or more of them.

Finaly there are the happiness buildings like temples, coloseums etc. But because these buildings cost as much upkeep as they make people happy, i strongly advise you not to build these for happiness reasons. Only build them when you need the culture (border expansion) or when you go for a cultural victory.

Oh yes, some government forms allow the use of militairy police. Every militairy unit up to the given number for that government makes 1 unhappy person happy. In despotism, your starting government 2 units per city can be used this way. The same goes as for the buildings though, if you have units for other reasons use them for this, but do not build them for this reason alone.

In your city, you see your citizens faces.
whenever there are less happy faces than unhappy faces, the city will riot. Content faces are "neutral".
Whenever an unhappy situation occurs, you get one turn to do something about it. So the turn your city grows, you get the unhappy guy because it is too crowded, but they will not riot that same turn. They start to riot next turn.
So you need to check every turn to prevent riots from happening.
You can also do this in the F1 screen where you see the population from all your cities without going to each city seperatly.

Later in the game, if you are doing very well and became rich enough to afford it, you could insert a little safety buffer by putting the lux slider a little higher than actually needed. Then you could check every 5 turns or so. This wastes a lot of money though, so it should only be done when you are already in a good winning position.
 
paulzeromi said:
thanks wacked open air. I finally won a game thanks to the clowns.

You should try not to rely on them to much, they're mainly useful for the short term. You're better off building happiness buildings, like Temple and Cathedral, and utilizing your Luxuries. And if you have a number of cities that require Entertainers, don't hesitate to raise your Luxury slider. Even if many of your cities don't need the extra cash investment, they can sometimes benefit by going into We Love The King Day.
 
in order from best to worst for keeping citizens happy:

1: luxury resources.
2: marketplace to enhance the luxury resources.
3: luxury slider.
4: temporary specialists (only few turns)
5: happiness buildings
6: long term specialsists

I advise never to use 5 and 6 in good cities.
Use 4 only very little in good cities.

Of course, if you go for a cultural victory, build happiness buildings all you can, but only if you go for culture victory.

Completely corrupt cities are also an exeption, there i normally set citizens to specialists and production to wealth.
 
Nice list, Wacken. I would put 1&2 together as 1: luxury resources with marketplaces to enhance them. If you have access to more than two luxury resources (either in your territory or through trade) there's no reason not to build a marketplace right away in any city of appreciable size. Correct use of marketplaces can allow you to lower your luxury slider sooner and save tons in gpt. (Marketplaces also enhance commerce, and so of course should be built in most cities even if you don't have access to more than two luxury resources.)
 
I would put happieness buildings higher than the lux slider, but maybe that's just because I'm abuilder at heart, Wacken. If you only have a problem with 1 city, 1 gpt huirts you less than the say, 10(in early game) that would come from upping the Lux tax 10%
 
The problem is that at one moment, it is city A that is causing happiness problems and at another moment it will be city B that needs the highest slider. Certainly after you have build a happiness building in city A. So once you start doing that, you keep building them everywhere.
And thus waste production better used on millitary.

I know many people think happiness buildings are good (none of them will ever get an early finish until they get over their temple fetish), and i tried to explain a few times before, most city improvements seem good because they make themselves good by delaying the game long enough for them to be good. Building the city improvements delays your victory to the industrious or modern age. In such long games, yes the buildings seem good. If you don't build them however, you will win in the middle ages and you won't miss any of those buildings for a second.

Even when going for space though (planning to do so next gotm) i will probably not be building these buildings for a while. I will of course produce libraries and universities (which i normally don't) but other production will be used to gain territory asap for a decent gotm score.
 
@WachenOpenAir:

You forgot the MP ;)

I also think that the early game list should look somewhat different. One of the mistake that I see people make is to prioritize hooking up luxury too much, at the expanse of faster expansion.

Early Game:
1: luxury slider
2: MP
3: luxury resources
4: Temple (for the religeous civs only!)
5: temporary specialists
6: Temple (for the other civs)
7: long term specialists

Unforunately, marketplace is not an option for the early game :p
 
Add:

8. Get another civ to declare war on you for the reverse WW.

EDIT: And Wacken, I believe, plays whatever the GOTM throws at him. However, in GOTM38, he said he was trying for a space race, so he'll need those buildings. :D
 
Indeed i play whatever gotm throws at me. Pangea is nice to make results possible like gotm37. If it is not pangea however, fast finishes are still normal, sometimes the lighthouse will be enough, sometimes navigation will be needed. But no game that is not on Sid level needs to last beyond 800AD or so max.

And tomoyo, sorry i didn't get to play gotm38, i am now planning to go space in cotm08.

I am not really planning to include happiness buildings as long as i have anything better to build though.

I have 2 mixed priorities first:
-Getting military units to gain 65% of the world.
-Getting libraries and universities.

Later in the game my priorities will be to get the needed plants in my cities to have decent production for the SS parts.

If somewhere in between i find gaps where i have nothing better to build, i might build happiness buildings.

And Frank about your early game, i completely agree. Although 4 is already so painfull, it should really never be needed. (Yes, 5 is even much more painfull in early game)

So in conclusion:
luxury resources with marketplaces and the tax slider should solve most or all of your happiness problems during your entire game. Only few temporary specialists can be used, the later in the game, the more you can use them.
 
I'm with DragonRunner on this one; I tend to emphasize happiness buildings; but on the other hand I usually build a wide-ranging empire and aim for the cultural victory.
 
@Everyone who tries for cultural victories: The tried and true method for cultural wins is pound everyone else into the dust, and ICS like there's no tomorrow, all while pop rushing all the cultural improvements you can.
 
Psst, Wacken -- if you're going for space, I can guarantee you'll go longer than 800 AD. ;)

Also certain types of starts will make it a longer than average game. Having to research to astronomy or navigation and *then* to military tradition (or vice versa, depending) will probably take longer, especially if the previously unreachable areas are substantial in size. Very occasionally, circumstances may lead to unit overload (particularly if you've been building lots of cheap units in preparation for mass upgrade) to the point where you simply can't support any more and still have cash left over -- in this case, taking several turns out to build a couple of happiness buildings in the biggest towns might be useful, particularly if it lets you lower your lux sliders a notch or two. And sometimes political or other considerations can make it impossible to get sufficient lux to avoid bleeding cash with the lux slider early enough, although this doesn't happen all that often.

What Wacken says is absolutely correct if you're trying for a fast domination or conquest with a standard (or even large) map on anything other than a very dispersed archipelago or far-separated continents setting.

Renata
 
My question is... why does everyone seem to think that their one way to play the game is the best? I've found it's made me a MUCH more rounded player, to when I randomize everything at the start... ALSO randomize the victory conditions amongst the standard ones (randomly turn some off and leave others on - just roll dice and odd/even on/off the victory conditions). This forces warmongers to try to win some games that can't be won by warmongering, and likewise forces diplomats or space builders to occasionally put on the black hat and go club some baby seals. It seems to me to add to the enjoyment of the game, to know that I can't just do the same "Tried and true" things, and have to expand my horizons. Just one of the reasons this game rules. ;)
 
WackenOpenAir said:
Hmm, Tomoyo, you actualy make a cultural victory sound like fun ;)

Yeah, I always thought cultural victory and domination were the same thing!
 
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