What to do about Green and Red faces?

RalphR

Chieftain
Joined
Dec 25, 2005
Messages
19
What is the best way to handle unhappy people until I can build a structure to take care of them?
 
Red faces (happiness):

- A state religion adds +1 happy to all cities with that religion.
- Each luxury resource adds +1 happy to each city conected to the trade network (cities connected by roads).
- Some civics add happiness based on military presence or other factors. Check them out.

Green faces (health):
- Chop jungles to improve health (less green faces)
- Forests add health (I think) so don't chop them if health is a concern
- Food resources add health if improved properly (pigs with pasture, wheat with farm, etc.) and connected to trade network.
 
1. Hook up a luxury resource

2. If you have discovered drama toggle the culture rate

3. Change civics to representation for biggest cities(don't like this as it can become a crutch,) or Hereditary rule and move in the military

4. Don't get unhappy people, manage your city growth so it won't cap out before you have enough :) to support overpopulation
 
War4War said:
- Forests add health (I think) so don't chop them if health is a concern

As of Version 1.52, each forest adds 0.5 health to the city it is in the radius of. So if you have 4 forests that equals +2 health! I believe the bonus is rounded down, so 3 forests would be rounded down to +1 health. Someone correct me if I am wrong.
 
Excellent advice.

I would add that the most success managing anger/health in the games I play has been when I more carefully monitor growth. This takes some micro managing but it is worth it.

Start simple though, no need to micromanage everything. In your biggest/fastest growing cities keep on eye on total health and happiness. If growing the city will result in it being unhealthy or unhappy with no fix in sight you should rearrange your production so that you avoid growing until you can.

The chief reason I like to do this is that it often allows me to build more flexible units/buildings instead of having to focus tech on happiness/health or buildings on happiness health. It allows the player better control over their growth.

or you can just whip the extra people with slavery and wait out the 10 turns.
 
i wouldn't change a city to slower growth if all you get is unhealthiness. green faces just consume 1 food, thus reducing growth. they don't add unhappiness.
so instead avoiding unhealthiness by all means just take a look at the tiles and decide if the city will be more productive if you let it grow some more.
sometimes they will be more productive if they stay one or two pop smaller, but most of the time the bigger the city the better.
 
Another way is by just reducing the population with the :whipped: :D
 
Steve2000 said:
As of Version 1.52, each forest adds 0.5 health to the city it is in the radius of. So if you have 4 forests that equals +2 health! I believe the bonus is rounded down, so 3 forests would be rounded down to +1 health. Someone correct me if I am wrong.
You are correct.

Two health isn't very great for 4 squares though. If the forrest is on a river/grassland, you could farm it instead (for +2F and +1C). That would be as good as 4 forests, because if healthiness is a problem, two food is the same as two health. It would be BETTER than 4 tree squares if healthiness is not a problem in that city.

I wouldn't reccomend leaving more than 4 forests in any city even on deity mode. The chopping/food (or chopping/commerece, or chopping/production) bonus is much better than the health/production bonus from the trees, although having up to 4 forests can be nice (especially if you are not going to use them in the near future).
 
A Green or Red face is simply a reminder that you forgot to click the Slavery / Pop Rush button. Just go ahead and do this now, and the problem will solve itself.

Wodan
 
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