For me, Global Happyness in the way it is used in Civ5 results in to many nonsense or unhistorical effects to be fun.
- Capital/Population is growing, people get unhappy and start to settle a new city (colony) to improve economical situation. See
http://en.wikipedia.org/wiki/Colonies_in_antiquity In Civ5 people become even more unhappy due to new city unhappiness. Ionic Colonisation in the antiquity would not have been possible. Economic reasons for colonies were : Independence, space, Food, Gold, Ressources (for trade)
All of these are reasons to expand in Civ. And they only generate unhappiness if the Ionians have no luxury resources, circuses, other happiness buildings or appropriate social policies...
- In WW2 the allies conquered Germany and Japan. The effect was worldwide happyness (for the allies) that WW2 was won and over. In Civ5 the allied countries would have fallen into unhappyness and depression, stopping population growth, reducing industrial production and making military units less effective due to massive unhappyness of puppeted cities.
The allies temporarily occupied several German cities and no Japanese ones, and liberated a large number of cities in Europe and Asia. It's not a comparable situation - on a Civ scale Berlin would have been puppeted for a turn (complete with unhappy German inhabitants) and then given back to Germany.
(In my current game (continents, King) I am #2 in Tech. My small empire is attacked by Siam, the #1 in Tech (Future aera) with maybe 40 cities, Siams capital with size 50, the rest between size 20-30. Siam has taken over the 3-4 other nations on the continent and is a warmonger. I defend myself and conquer some of their cities in return to end the war and improve strategic positions. But conquering cities just increases unhappyness until I have to stop at happyness 0 while Siam has no such problem. Loosing cities usually removes unhappyness or is neutral. Going into unhappyness will also disable my +15% Science bonus form rationalism.)
Yes, Civ V ought to have a mechanism to reflect the effects of war on happiness, but how to work it? In Civ IV if you lost a city you ended up needing to manage fewer unhappy cities, and war weariness was not influenced by how well or badly you were doing in war, only how long the war had gone on. So you run into exactly the same lack of realism there. Previous Civ games had no war weariness feature.
- From Civ1 to Civ4 unhappyness was local unhappyness in each city. In Civ1 there were even unhappy, content and happy people. A city got problems if the number of unhappy people was greater than the number of happy people. (Relative Unhappyness in Civ1 compared to absolute Unhappyness in Civ5.)
This is still in Civ V, if anything more so. Unlike the binary approach of past Civ games (if you have any number of happy people in excess of the number of unhappy ones you were happy, if you have any number of unhappy ones in excess of the happy ones, you were unhappy), in Civ V every point of positive happiness adds to the Golden Age count each turn and every point of unhappiness reduces it. Additionally, you suffer penalties at or beyond two unhappiness thresholds: -10 (reduced production, combat penalties) and -20 (revolts).
- Modern people in industrial nations living in urban centres usually have reduced population growth probably due to city live, wealth and luxuries available. Cities grow by immigration, shifting population from rural areas (small cities) to urban areas (big cites). In Civ5 global unhappyness reduces population growth (probably due to immigration of new born people?) while balanced happyness gives normal growth and certain luxuries give a bonus to population growth.
While, as you pointed out above, in previous Civs extra wealth and luxuries increased happiness, which ... increased population growth. Exact same lack of realism, resulting from the same basic mechanical structure: happiness as a control on population growth, with happier cities growing more quickly. It's not what happens in reality, but it's been what happens in Civ games since 1991.
- In Civ5 luxury ressources give 4-5 happyness. A 2nd luxury of same type does not improve happyness independent of number of cities or population.
Nor did it in Civ 4 (assuming a road network leading to all your cities), or from recollection in previous Civ games; each city gained +1 happiness from the same resource. And as in Civ 4 the quantity of each luxury resource is taken to be infinite, so you wouldn't expect additional effects from extra luxuries. Once again, it's unrealistic, but it's the exact same lack of realism that you find in previous games.
If there are 2 cities with same luxury, you get 4 happyness if both cities are in the same empire but 2 x 4 = 8 happyness if they belong to different empires.
Because the first luxury represents all the supply your citizens need of that luxury, while the second one represents a luxury the second empire doesn't have until you trade it with them - whereupon they get an unlimited supply of their own. Which is exactly the way trading luxuries worked in Civ IV, save that each luxury was worth only one happiness (plus any building-specific bonuses) rather than 4.
Civ5 Global Happyness and Luxury system are Game Design Decisions.
I do not enjoy Civ5 Global Happyness and Luxury system. For me the happyness and health system in Civ4BtS was almost perfect.
Despite having every single one of the same realism flaws? If that's the case it's not the lack of historical realism that's getting to you, just a subjective preference for one implausible system over another. And from a mechanical point of view, the Civ IV system simply didn't work terribly well insofar as its goal was to depress population growth - the simple fact that the game had two population management mechanics and yet was characterised by more cities with larger populations than any previous incarnation of the game testifies to that. Certainly it had other strengths - it allowed you to manage individual cities differently, with different trade-offs (depress growth in one, garrison another, regularly use slave labour in a third, generate happiness-producing culture in a fourth).
If you want to make a sound argument for favouring the Civ IV system, other than simply opining that you prefer it, it really has to be based on this latter, not on either claims to historical realism (which are spurious, and slavery tended to increase populations rather than depress them) or on mechanical effectiveness at limiting city growth/spread (which was limited).
I also do not enjoy Civ5 system of making a stable puppet empire. Even unhappy puppets without garrison do not revolt in Civ5.
I think if there's one thing I particularly miss from previous Civ games, it's civil disorder and the occasional prospect of civil war.
ICS :
Thanks to certain Social policies in Civ5 there seems to be no limit to ICS, only a limit to manageable size of cities. As far as I know the base-unhappyness per new city can be removed by road + garrison.
A new city has -4 happiness. With those two policies, it has +1 (road) and +1 (garrison), and the additional -10% unhappiness from the road policy. That doesn't outweigh the founding unhappiness.
But unlike previous versions of Civ, ICS isn't combated purely by penalising players who try it with maintenance/unhappiness penalties. It's combated by making ICS sub-optimal as a strategy - you can drop cities wherever you want, but given smaller maps with relatively larger zones of control within your cities, building maintenance costs, smaller tile yields that favour building at specific sites like rivers or resources and those which can provide sufficient food (and gold) rather than randomly across the map, buildings like libraries etc. which increase in effectiveness in direct proportion to the population size of the city, less lucrative trade routes from roads when your cities are so close to each other, and penalties to culture and Golden Age generation, you don't usually want the maximum number of possible cities since you can't usefully do anything with them.
Civ V rewards players who build more cities - but, unlike previous Civ games, only up to a point. Even if founding each new city cost 0 unhappiness, you still have the unhappiness you accumulate from every point of population in your empire, and a hundred 1-pop cities simply aren't going to be useful. If you overcome this with extra happiness buildings, you end up with an empire in which most of its citizens are engaged working gold tiles just to pay maintenance, with the result that you won't have any cities that are good for production, for specialist generation, for science, or for developing an economy that actually generates money rather than just covers its maintenance costs (and, at that, one that's unlikely to be able to support large unit maintenance costs, so forcing a small army).
Supported city size then depends on individual availability of happyness buildings for each city.
And the maintenance costs of constructing them the more cities you have that require them.