Been doing some thinking about how it could be changed as I really like the concept of unhappiness based on yields in Vox Populi but to me it feels like it doesn't live up to its potential right now.
1. Needs modifier contributions could be affected by tourism percentage from each civ (with your own Civ counting as 100%). I'll just give an example as that's the easiest way to explain what I mean.
Say I am in a game with 1 other Civ. For science they have an average of 10 science per citizen and their tourism is 20% influential with me. My science per citizens is 4.
Global average for illiteracy for me would be (4 * 100 + 10 * 20)/ (100+20) = 600/120 = 5 per citizen
If they had 100% influential tourism with me:
Global average for illiteracy for me would be (4 * 100 + 10 * 100)/ (100+100) = 1400/200 = 7 per citizen
This would make tourism more meaningful beyond just the victory condition and civs with high tourism would force other civs to try and be like them or face unhappiness problems. Also needs modifiers wouldn't then be affected by civs you've never met/have very little contact with.
Now for the more crazy stuff:
2. Instead of illiteracy, boredom and poverty caring about yields per citizen, make it instead yields per production.
To me this makes much more sense that rather than just being unhappy for existing, citizens would become unhappy if you are expecting them to actually build things for you (like wonders or large armies) and would require more compensation in terms of science/gold/culture. Think this could make empire management quite interesting as other cities could become jealous of the capital and never really get going if not managed well.
EDIT - (I just want to clarify here that what I'm proposing means that:
higher production in a city = higher unhappiness
higher gold/science/culture in a city = lower unhappiness)
This would also make food/growth much less of a negative thing so I would probably add in a period of unhappiness each time a city grows and some extra unhappiness from famine slightly before food goes negative to compensate for this and make overpopulation still a potential issue.
3. Perhaps slightly different topic but if the global average for gold/production was calculated this could be used to modify the costs of gold purchases.
This means if there is a lot of gold per turn and low production per turn globally there would become inflation where gold becomes worth less so everything costs more. This could also be seen as some sort of global recession.
Sorry for long post, what do you guys think of these?
1. Needs modifier contributions could be affected by tourism percentage from each civ (with your own Civ counting as 100%). I'll just give an example as that's the easiest way to explain what I mean.
Say I am in a game with 1 other Civ. For science they have an average of 10 science per citizen and their tourism is 20% influential with me. My science per citizens is 4.
Global average for illiteracy for me would be (4 * 100 + 10 * 20)/ (100+20) = 600/120 = 5 per citizen
If they had 100% influential tourism with me:
Global average for illiteracy for me would be (4 * 100 + 10 * 100)/ (100+100) = 1400/200 = 7 per citizen
This would make tourism more meaningful beyond just the victory condition and civs with high tourism would force other civs to try and be like them or face unhappiness problems. Also needs modifiers wouldn't then be affected by civs you've never met/have very little contact with.
Now for the more crazy stuff:
2. Instead of illiteracy, boredom and poverty caring about yields per citizen, make it instead yields per production.
To me this makes much more sense that rather than just being unhappy for existing, citizens would become unhappy if you are expecting them to actually build things for you (like wonders or large armies) and would require more compensation in terms of science/gold/culture. Think this could make empire management quite interesting as other cities could become jealous of the capital and never really get going if not managed well.
EDIT - (I just want to clarify here that what I'm proposing means that:
higher production in a city = higher unhappiness
higher gold/science/culture in a city = lower unhappiness)
This would also make food/growth much less of a negative thing so I would probably add in a period of unhappiness each time a city grows and some extra unhappiness from famine slightly before food goes negative to compensate for this and make overpopulation still a potential issue.
3. Perhaps slightly different topic but if the global average for gold/production was calculated this could be used to modify the costs of gold purchases.
This means if there is a lot of gold per turn and low production per turn globally there would become inflation where gold becomes worth less so everything costs more. This could also be seen as some sort of global recession.
Sorry for long post, what do you guys think of these?
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