After reading A pattern governing supply and demand changes , I realized that the Civ2 engine work also with a list of all cities of all civs. So I run some tests that ended up in the following results. Tests were done in deity.
Please verify it, I tested extensively only despotism.
Unhappiness due to number of cities (UDNC) is an additional kind of unhappiness above the base unhappiness (base unhappiness = 2nd unhappy citizen in each city in deity, 3rd unhappy citizen in emperor etc.). It is supposed an extra unhappiness may be caused also due to large cities.
Arrangements
The Civ2 engine maintains a list of all cities of all civs in the order in which they were created as the game was played. For every city I will name this numerical order as the all-inclusive city number (ACN).
There is also the order in which your own cities were built: this is represented by the city number (CN).
Please don't confuse ACN (placings among cities of all civs) with CN (placings among your own cities).
I will use an abbreviation C for a content citizen (a blue hat), U for a unhappy citizen (a red hat), VU for a very unhappy citizen (a black hat). I will suppose cities are 1-sized, so the term citizen will always be equal to the first citizen.
Every new city created by your civilization may cause UDNC in one or more your cities. The question is 'in which cities?' There is a pattern that says in which cities the new city with a given CN causes an unhappiness. The pattern depends only on ACNs of your cities:
The effect of governments
Communism and fundamentalism have no UDNC.
Each other government has its own government constant (GC). This number is equal to the maximal number of cities that have never an UDNC:
| government | GC |
| anarchy | 4 |
| despotism | 4 |
| monarchy | 6 |
| communism | - |
| fundamentalism | - |
| republic | 8 |
| democracy | 10 |
Now let us see despotism for example.
Cities are divided in 4 groups: Group 1 are cities with CN 1-4, group 2are cities with CN 5-8, group 3 are cities with CN 9-12, group 4 are cities with CN>12.
Step 1) Base unhappiness (in cities of groups 3 and 4)
Every city in group 3 gets an U citizen, every city in group 4 gets an VU citizen.
Step 2) Additional unhappiness (caused by cities of groups 2 and 3)
First steps 2a) and 2b) are processed for group 2, then again for group 3. Cities of group 2 cause citizens to be U, cities of group 3 cause citizens to be VU.
(Group 1 causes no unhappiness. Group 4 causes no unhappiness too, because all citizens are already VU.)
Step 2a)
The added unhappiness is determined by the following table. This is the pattern similar to 'xxxo' known from Oedo years etc. Each city falls into one of 4 categories; cities from every category get additional unhappiness together.
(Realize that only some of cities listed in the lowest row are yours. Naturally foreign cities get no unhappiness from creating your own cities.)
| | group 2 | group 3 |
| kind of additional unhappiness | U | VU |
| CN of city that causes unhappiness | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| ACN of cities that get unhappiness | 4, 8, 12, 16, 20... | 3, 7... | 2, 6... | 1, 5... | 4, 8... | 3, 7... | 2, 6... | 1, 5... |
Step 2b)
Rule 1 must be effective. So cities that didn't get any additional unhappiness from Step 2a) get unhappiness too, furthermore immediately after creating.
Rule 1)
After creating first 4 cities all citizens must be C, after creating first 8 cities all citizens must be U, after creating first 12 cities all citizens must be VU.
An example:
Suppose all cities are yours, so CN=ACN for every city.
Cells with citizens that became U (red hat) are red, cells with citizens that became VU (black hat) are black. For example when you build your 9th city under despotism, city nr. 9 gets red hat, cities nr. 4 and 8 get black hat.
| despotism | | group 1 | group 2 | group 3 |
| | CN of city that causes unhappiness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| Step 1 | CN of cities that get unhappiness | | | | | | | | | 9 | 10 | 11 | 12 |
| Step 2a | ACN (=CN) of cities that get unhappiness | | | | | 4 | 3 | 2, 6 | 1, 5 | 4, 8 | 3, 7 | 2, 6, 10 | 1, 5, 9 |
| Step 2b | CN of cities that get unhappiness | | | | | | | 7 | 8 | | | 11 | 12 |
| monarchy | | group 1 | group 2 | group 3 |
| | CN of city that causes unhappiness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| Step 1 | CN of cities that get unhappiness | | | | | | | | | | | | | 13 | 14 | 15 | 16 | 17 | 18 |
| Step 2a | ACN (=CN) of cities that get unhappiness | | | | | | | 6 | 5 | 4 | 3, 9 | 2, 8 | 1, 7 | 6, 12 | 5, 11 | 4, 10 | 3, 9, 15 | 2, 8,14 | 1, 7, 13 |
| Step 2b | CN of cities that get unhappiness | | | | | | | | | | 10 | 11 | 12 | | | 15 | 16 | 17 | 1 8 |
Remaining work:
All tests were done with cities of size 1. Large cities may cause an additional extra unhappiness.
What happens if a city is destroyed, then another city is build (own or foreign)?
Tests were done for deity only.
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