BiteInTheMark
Deity
Iam talking about that now for 2 or 3 months..... processes are distorting the need calculations. Which is a direct translation from AI handicaps to player happiness.@Gazebo, is the use of culture and science process also frequent in your test games? It does not feel right if the AI convert its bonus to production into culture or science because it has nothing else to do with its production.
@BiteInTheMark, If you have test time, you can maybe make a game where you deleted from existence all the process, to see if needs are more reasonnable without, or if this issue is unrelated to happiness.
I think you just need to add the following code at the end of Projects.sql:
DELETE FROM Processes
WHERE Type = 'PROCESS_CULTURE' OR Type = 'PROCESS_SCIENCE' OR Type = 'PROCESS_FOOD' OR Type = 'PROCESS_GOLD' OR Type = 'PROCESS_DEFENSE';
DELETE FROM Process_Flavors
WHERE ProcessType = 'PROCESS_CULTURE' OR ProcessType = 'PROCESS_SCIENCE' OR ProcessType = 'PROCESS_FOOD' OR ProcessType = 'PROCESS_GOLD' OR ProcessType = 'PROCESS_DEFENSE';
DELETE FROM Process_ProductionYield
WHERE ProcessType = 'PROCESS_CULTURE' OR ProcessType = 'PROCESS_SCIENCE' OR ProcessType = 'PROCESS_FOOD' OR ProcessType = 'PROCESS_GOLD' OR ProcessType = 'PROCESS_DEFENSE';
I cant tell how big the influence is, maybe not that big, but its a part of it. Infixio also confirmed 2 or 3 months ago in his test runs the AI is using a lot of processes if everything is build and their cap is reached. He saw it in smaller extends even in king difficulty. But I think emperor is the first difficulty the AI can produce fast enough to stay up to date with tech even they are losig units in wars.
It would fit with the observations that some people get a lot of happiness issues later in the game. The handicaps for the AIs are getting bigger, they can finish the construction projects faster and run more often the processes.
In my atual game with netherlands, 3 of the 4 core cities of portugal are running processes. And its turn 180.