Why is there Civil Disorder in Rome?

LivingDog

Warlord
Joined
May 15, 2006
Messages
139
The reason I ask this is that there is plenty of everything and yet the people are unhappy... where's the love!? :)

(see attached image.)
 

Attachments

  • Why is there Civil Disorder in Rome.JPG
    Why is there Civil Disorder in Rome.JPG
    84.2 KB · Views: 393
The one unhappy person outnumbers the zero happy people. Contents are inert in the civil disorder calculation. Solution: dedicate a resource to an entertainer and stop growing the city until you can build up infrastructure.
 
The one unhappy person outnumbers the zero happy people. Contents are inert in the civil disorder calculation. Solution: dedicate a resource to an entertainer and stop growing the city until you can build up infrastructure.

Thank you Mr. Spock!

Actually, that's a complement in this case. I say that because (we need a "Mr. Spock" smilie!!!) whenever I read your posts, they take deciphering only to reveal the hidden truths deep within. :goodjob:
 
Click on the "happy" button in the city display (to one to the right of the "info" button) to see "Where's the love?". This will show you how buildings, units, luxuries and wonders affect citizen happiness. I think turning that taxman into an Elvis will solve the immediate problem. I general, though, the happiness display can be very instructive.
 
Click on the "happy" button in the city display (to one to the right of the "info" button) to see "Where's the love?". This will show you how buildings, units, luxuries and wonders affect citizen happiness. I think turning that taxman into an Elvis will solve the immediate problem. I general, though, the happiness display can be very instructive.

You read my mind... I came back to upload a picture (see attached image) of another city in my current game. (And yes, I agree that the taxman always makes people sad.) (We need a "cha-ching" smilie!)

My question is: "Exactly what does all those rows mean??"

Thanks in advance!
 

Attachments

  • Artamus Happy Indicator.jpg
    Artamus Happy Indicator.jpg
    257.8 KB · Views: 337
From top to bottom:

  1. Natural state (no adjustments)
  2. Effect of luxuries (incl Marketplace, Bank, and Entertainers)
  3. Effect of "mollification" structures (Temple, Coliseum, Cathedral)
  4. Unhappiness of deployed military units (or placation under Despotism)
  5. Effect of Wonders
Note that the list reveals the order in which the game processes attitude adjustments. Calculating military effects so late is why deployed units are so devastating under Republic and Democracy.
 
From top to bottom:

  1. Natural state (no adjustments)
  2. Effect of luxuries (incl Marketplace, Bank, and Entertainers)
  3. Effect of "mollification" structures (Temple, Coliseum, Cathedral)
  4. Unhappiness of deployed military units (or placation under Despotism)
  5. Effect of Wonders
Note that the list reveals the order in which the game processes attitude adjustments. Calculating military effects so late is why deployed units are so devastating under Republic and Democracy.

Well, ok. But how does that information help me (to be a better/smarter player)? :confused:
 
This tells you everything that affects city happiness.
You can go into all your cities (or at least those that are close to the riot threshoold) and see what options you have to maintain order.
The Artamus city display itself speaks volumes. For one thing, you could put a couple of those entertainers to work and get the city growing again.
I also see that you have industrialization (unless you bribed those deployed units), but have not yet built Women's Suffrage. Building that may be a good next course of action.
 
This tells you everything that affects city happiness.
You can go into all your cities (or at least those that are close to the riot threshoold) and see what options you have to maintain order.

I learn this by looking at the rest of the city display - not the happiness window.

The Artamus city display itself speaks volumes. For one thing, you could put a couple of those entertainers to work and get the city growing again.

I did change two of the entertainers - one to work the only available tile and the other to collect taxes. But again, I got that info from the very top row of citizens - not from seeing how the different items (listed by Whelkman above) were affecting happiness. I still don't understand how the happiness rows are useful. I mean it's ok if they're not... I just figure that maybe the Sid was just starting out learning what is useful and what isn't. So maybe this info is redundant?

I also see that you have industrialization (unless you bribed those deployed units), but have not yet built Women's Suffrage. Building that may be a good next course of action.


How do I bribe deployed units?!?

Thanks for the help!!
 
Diplomats

Oh... I hate those things... :/ well, I guess if I'm gonna play this right.

This will have to wait until I get that far again. (I just finished being raped by the AI in a Warlord game... my whimpering in a different thread was spot on.) But in case you're willing to fill in the gap before then... Do I bump a Diplomat into a deployed unit and give the Diplomat a "bribe" order? It's ok if you don't answer, there's plenty of time for me to READ THE MANUAL! (yeesh, that thing)

Thanks! :)
 
You make a good point. The value of the happiness display is the insight into how your happiness is tallied by the game. For example, if you have two or three unhappy citizens because you have armies deployed overseas, it tells you that building a colosseum will not help.
 
You make a good point. The value of the happiness display is the insight into how your happiness is tallied by the game. For example, if you have two or three unhappy citizens because you have armies deployed overseas, it tells you that building a colosseum will not help.

Ok, let's look at that one row. (Some time ago I realized that Total # of PPL = Size of City, so Artamus was size 3+9+3 = 15.) When I first looked at the panel all I saw was that the number of unhappy people increased by one for each row. Not true. Your comment made me look at it again and see that indeed the number of unhappy people is different for each row. So, top down the rows say this to me (see attached image): NOTE: "DEP" in row 4 = "DEPLOYED UNITS"

1) 0 HAPPY | 3 CONTENT | 9 UNHAP | 3 ENT
2) 4 HAPPY | 1 CONTENT | 7 UNHAP | 3 ENT | 1 LUX
3) 4 HAPPY | 7 CONTENT | 1 UNHAP | 3 ENT | 1 ???
4) 4 HAPPY | 5 CONTENT | 3 UNHAP | 3 ENT | 2 DEP
5) 5 HAPPY | 6 CONTENT | 1 UNHAP | 3 ENT | 1 WON


I am guessing that the rows read top to bottom. So reading from row 1 to row 2, it says that the 3 ENTs changed 3 CONTENT and 2 UNHAP => 4 HAPPY and 1 CONTENT.

Then from row 2 to row 3, that says that 1 LUX changed 6 UNHAP to 6 HAPPY. (Wow! That's significant. All I need do is find LUX items on the map and mine them... yes?)

BTW, what is pictured in that last column of row 3? I thought it was a WONDER since those are buildings, but they aren't since WONDERS are listed on the last row.

Continuing, the 2 DEP re-converted 2 CONTENT to 2 UNHAP... oh, I think I see it now. The information I am gaining is how the different attributes of that city is affecting the number of each type of citizen. So by building a WONDER I will only get 1 CONTENT to go HAPPY. But by making 3 more ENTs, I will get a similar boost (as in row 1 to row 2) for HAPPY PPL... but now I am losing food (or income or trade or ...).

Is that correct?
 

Attachments

  • Happiness Panel.jpg
    Happiness Panel.jpg
    55.8 KB · Views: 128
Row 1 shows what the city would look like with nothing to improve morale.

Row 2 shows the effect of 12 luxuries (The diamond is a label to tell you this is the luxury row). With a marketplace, the entertainers provide 9. A 10% luxury rate provides the rest.

Row 3 shows the effect of the temple (2 people made content) and the cathedral (4 people made content). The buildings are pictured

Row 4 shows the effect of the military. 2 units out of town = 2 sad faces in a republic without Women's Suffrage.

Row 5 shows the effect of wonders : Bach's Cathedral (2 content) and The Cure for Cancer (1 happy).
 
BTW, row 3 tells you that building a colosseum would get you only one more content person - not 3 as you might hope.
 
Row 1 shows what the city would look like with nothing to improve morale.

Sorry, that's hard to accept - I believe you, but the 3 ENTs ... then why are they there??

Row 2 shows the effect of 12 luxuries (The diamond is a label to tell you this is the luxury row). With a marketplace, the entertainers provide 9. A 10% luxury rate provides the rest.


What you talkin' 'bout Willis??

Where do you see 12?? Oh, so the Marketplace provides a 3x multiplier for every entertainer!... is that in the manual? (*sigh*)

10%? OOHHhhh... that's where/how the Luxury TAX Rate is applied! I know that's in the manual... it's ... I ... have no excuse. :(

Row 3 shows the effect of the temple (2 people made content) and the cathedral (4 people made content). The buildings are pictured

Yeah, now I recognize the first building as the Temple. D'OH! Of course they are going to the buildings in the game... what else would they be?

Row 4 shows the effect of the military. 2 units out of town = 2 sad faces in a republic without Women's Suffrage.

Row 5 shows the effect of wonders : Bach's Cathedral (2 content) and The Cure for Cancer (1 happy).

Yeah, these two I got.

BTW, row 3 tells you that building a colosseum would get you only one more content person - not 3 as you might hope.

Wow... the more I ask questions the more I realize how stupid I look... "I'm a doer, not a reader." See me doing and not reading => :hammer2:
.
.
.
Thanks tremendously for your help.
 
Where do you see 12?? Oh, so the Marketplace provides a 3x multiplier for every entertainer!... is that in the manual? (*sigh*)
It takes 2 diamonds to convert one citizen from sad to content or from content to happy. Looking at Artamus, I see
3 converted from content to happy = 6 diamonds
1 converted from sad to happy ..... = 4 diamonds
1 converted from sad to content ... = 2 diamonds
Total ........................................ = 12 diamonds

One entertainer contributes 2 diamonds. With the 50% marketplace bonus, 3.
That just left me having to figure out where those other 3 diamonds came from. Had to be the luxury rate.
 
It takes 2 diamonds to convert one citizen from sad to content or from content to happy. Looking at Artamus, I see
3 converted from content to happy = 6 diamonds
1 converted from sad to happy ..... = 4 diamonds
1 converted from sad to content ... = 2 diamonds
Total ........................................ = 12 diamonds

One entertainer contributes 2 diamonds. With the 50% marketplace bonus, 3.
That just left me having to figure out where those other 3 diamonds came from. Had to be the luxury rate.

I took two images, before and after, of converting a tile from food to a specialist, in this case an Entertainer. See what happens when you click on them in sequence. I cannot figure it out. Why is that diamond showing up? I thought it represented a luxury item - not a converted citizen. And the ENT did end the city disorder.

See attached images:

  1. Hamburg Civil Disorder before ENT
  2. Hamburg Civil Disorder after ENT

This is all so confusing. Maybe I should start a new thread on TRADE?

Anyway, the only place I found "diamonds" to be mentioned is in the section describing the City Display Window:

------------------------------------------------------------------------------------------------​

Trade: Trade is produced by Roads through Plains, Deserts and Grasslands, by Rivers, by Oceans/Lakes, by squares containing Gold Mines or Gems, and by Caravan trade routes. trade arrives as luxuries, taxes, and scientific research, depending on your trade rates. For example, if your luxury/tax/science rates shown on the map display are 3.3.4, 30% of your trade arrives as luxuries, 30% as tax revenue, and 40% as science. At these rates, a city generating ten trade would convert that into three diamonds of luxuries, three coins of taxes, and four light bulbs of research.

Trade may be increased by trade routes established by Caravans, by certain types of government, by the Colossus Wonder, and when a city celebrates "We Love the (King) Day".

Luxuries: These are shown as diamonds. For every two diamonds of luxuries produced, one content citizen becomes happy. Luxuries are most useful for making people happy, especially in very large cities that may have a large segment of unhappy people that need to be countered.

The amount of luxuries generated may be increased quickly by creating Entertainers, a type of Specialist discussed below. Luxuries may be increased by raising the luxury rate of trade brought in. Luxuries are best increased by increasing the amount of trade the city generates. The amount of luxuries brought in by trade may be increased by a Marketplace or Bank.​

------------------------------------------------------------------------------------------------​

I think I see it now... the rate is determined by the Trade you have set up for your nation. How that is set up doesn't matter at this point. That is a given. So given that it is 3.3.4 (as seen in the Map View), then automatically your City Display shows 3 diamonds, 3 gold, and 4 light bulbs.

Those 3 diamonds are then used to convert citizens from sad to content OR from content to happy, as determined by the game's design.


I never realized how important Trade is!
.
.
So ok, I may be dumber then a rusted nail in a hundred year old wood plank, but at least I am beginning to see the intricacies of this amazing game... and this is only CIV 1 - the DOS version! *phew* no wonder people call him "the Sid" :)
.
.
 

Attachments

  • Hamburg Civil Disorder before ENT.jpg
    Hamburg Civil Disorder before ENT.jpg
    228.4 KB · Views: 158
  • Hamburg Civil Disorder after ENT.jpg
    Hamburg Civil Disorder after ENT.jpg
    231 KB · Views: 120
If you're a "builder" type, toward which you are clearly gravitating, rather than militaristic, trade is everything.
 
Back
Top Bottom