Unhappiness/Unhealthiness Flag

Breez

King
Joined
Oct 17, 2008
Messages
924
I do not understand the need/want for these flags and am afraid I am missing something.

My understanding is...

1 :yuck: = 1 less food
1 :mad: = 2 less food (no advantage at all to having it, just eating more food that I obviouly have extra of or they would not have been born)

So if I have a city with +5 :food: production and it grows. The growth give it 1 more person and 1 :yuck:. That person goes to work on a Mine with no food production I go from a +5 :food: to a +2 :food: production, but NOW I get the Extra :hammers: from the mine I would not have gotten had I stopped the growth AND I am STILL growing, just slower.

Same thing on :mad:. Currently I just let unhappy people happen. I have several cities size 25 that have 5+ unhappy people in them. While they don't add ANYTHING are they hurting me having them there? I sort of look at them as Banked population. As soon as I make them happy via the building I am making (or gonna make) or I finish X tech to provide more :) then they suddenly pop into exsistence, as opposed to having to turn on growth in that city and waiting on them to appear now that I can handle the happiness.

Since many people disagree with me I fully expect there is some consicence of having :yuck: and :mad: that I don't understand or have completely over looked. Please enlighten me.
 
Every :mad: more then that cities number of :) is one citizen that dosen't do any thing. So you loose one worked tile, not a flat 2 :food:.
 
By lose one worked tile what do you mean?

You mean that you have a person that isn't working a tile? Isn't that they same as not having a person that isn't working a tile? (I.E. not letting the unhappy person be born) Either way the tile isn't worked right?

Again sorry if I appear dense, I really want to learn what I am missing.
 
There are some events which can only happen when you have more :mad: than :), and the disease one is just that some people don't like the "diseased City" graphic and don't care about having their city max out on size

EDIT: To elaborate on Darksaber's point, if you have an unhappy person, someone has to work a 4 food tile to feed that extra person instead of working a 2 food 3 hammer tile to just feed themself.
 
EDIT: To elaborate on Darksaber's point, if you have an unhappy person, someone has to work a 4 food tile to feed that extra person instead of working a 2 food 3 hammer tile to just feed themself.

That's basically the crux of it.

If you've got 1 spare citizen at the happy limit and a choice between a 4 food farm or a 2 food, 5 commerce town, you'd take the town.

If you've got 1 spare citizen with 1 population over the happy limit, you can't work the 2 food, 5 commerce town, as all 4 food are required to feed both citizens (even though one of them contributes nothing).

===

Basically "banking" population is only ever a useful strategy if you intend to whip them or feast on them in the near future.
 
Okay. So if you are at a 25 :) < 27 :mad: -2 Difference ALL your tiles are probably being worked anyway it really doesn't matter.

And in your example above, Working a Cottage over a Farm makes sense. It is a Tactic that is different than Banking population away. If nothing else better in short term. Personally I am a turtle/builder and for some reason am adicted to big cities, but I conceed that it is obviously not the best tactic in the world, seeing as how I am just now starting to win on Noble.

I was afraid that being 25 :) < 27 :mad: or 32 :) < 45 :mad: (My Matzal cities got HUGE) might be making me more subseptable to revolutions or Civil wars etc that I had just been lucky enough to not have happen yet.

Thanks for the explinations.
 
Okay. So if you are at a 25 :) < 27 :mad: -2 Difference ALL your tiles are probably being worked anyway it really doesn't matter.

And in your example above, Working a Cottage over a Farm makes sense. It is a Tactic that is different than Banking population away. If nothing else better in short term.

Okay I was afraid that being 25 :) < 27 :mad: or 32 :) < 45 :mad: (My Matzal cities got HUGE) might be making me more subseptable to revolutions or Civil wars etc that I had just been lucky enough to not have happen yet.

Thanks for the explinations.

All tiles are being worked, but you are losing the chance to assign a Specialist or two.

The only time I ever want unhappy population is if I am playing Calabim, in which case it is there to be eaten. :)

I am very glad for the new flags, they are something I have wanted for quite a while.
 
Unhappy population can be nice with Governor's Manors or The Pillar of Chains though. Not as good as having unhappiness large and happiness larger, but still nice.
 
All tiles are being worked, but you are losing the chance to assign a Specialist or two.
Obviously You WANT them happy, Happy vs. Unhappy is no question.

The question is unhappy vs. not existing. If they don't exist then you would still be losing the opportunity to assign the Specialists... just then you would also have to wait for them to be made once you had the happiness covered, instead of putting them to work immediately.
 
Unhappy population can be nice with Governor's Manors or The Pillar of Chains though. Not as good as having unhappiness large and happiness larger, but still nice.

Obviously You WANT them happy, Happy vs. Unhappy is no question.

The question is unhappy vs. not existing. If they don't exist then you would still be losing the opportunity to assign the Specialists... just then you would also have to wait for them to be made once you had the happiness covered, instead of putting them to work immediately.

Aye - there probably are some cases where you won't mind having some unhappy (especially where food is very plentiful - though personally I like to keep the Calabim under control through feasting purely so that the population grows back faster - the +1 hammer is a lesser importance for me than the experience I can get from feasting/hammers from whipping).

The good thing is however the "option" is "optional" - if you don't want to control that growth, don't click it :D I personally find it very useful - hopefully some others will too.
 
Obviously You WANT them happy, Happy vs. Unhappy is no question.

The question is unhappy vs. not existing. If they don't exist then you would still be losing the opportunity to assign the Specialists... just then you would also have to wait for them to be made once you had the happiness covered, instead of putting them to work immediately.

No, what I mean is that if you want to work every tile, then 25 vs 27 is fine. But if you want to work most of your tiles but assign some specialists, then you get back into the problem of the extra unhappy costing food that could force you to pick tiles you don't want.

As far as having the extra population available immediately, my solution to that is to always keep my cities 1 turn away from growth, so that when I gain extra happy, I can have them grow at the same time.

Also, there is a fairly nasty event that destroys your improvements that can only trigger in unhappy cities.
 
1 :mad: = 2 less food (no advantage at all to having it, just eating more food that I obviouly have extra of or they would not have been born)

If you're planning to make a settler/worker in that city, you don't want nonworking citizens eating your food. Another scenario is if your city is growing by +1 a turn, an unhappy citizen will turn that into -1 a turn and either starve or force you to work an extra food plot.
 
Having a happy city can cause We Love the King 'days too, which mean 0 maintenance that turn for that city.

Also, some bad events might depend on unhappy people. But not sure on that.
 
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