(Un)Happiness Brainstorm

I had an idea and maybe I could get some feedback on it. It might be tricky to make it both simple to implement and clear to the player, but let me try:

What if players were penalized less for having only one or two yields lacking in a city, compared to being lacking in all areas?

Here's how I think it might work: Each of the unhappiness sources from needs would be capped to a fraction of the total unhappiness cap for the city. So, e.g. poverty alone can only generate up to 1/4 of the total cap for the city, even if there's a large deficit.

In this way you could decide not to bother with e.g. culture and gold, and deal with max ~2/4 the capped unhappiness, from poverty and boredom. But if you start falling behind in other areas the unhappiness will still punish you as usual.

Another way to think about/implement this would be to make the unhappiness cap for a city based on the number of lacking needs, rather than making each need capped at their own fraction.

One problem I see is that nothing would stop you from neglecting the same yields in every city, except of course the fact that your civilization will fall behind in those yields overall. Maybe that's enough of a penalty.
 
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