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  • The "Happiness Cap" (Civ4)

    City happiness is an important factor of civ - whatever the settings are, you´ll always have to deal with keeping your cities happy. In teamer games that are restricted to one era, you will either run Hereditary Rule, basically giving you unlimited happiness at least till you move out for an attack or additionally use the culture slider. This text is not about how to most effectively avoid (too much) unhappiness especially when slaving, but about the concept of the happiness cap (aka "happy cap").
    The happy cap is defined by the maximum population your cities can reach before becoming unhappy.
    Of course you can define a happy cap when running Hereditary Rule and/or using the culture slider - the interesting part though is the happy cap without those two. In teamer games you don´t necessarily want to grow your cities to bigger sizes and additionally running 10% or 20% culture doesn´t hurt you as much as in a long solo game like Ironman or ffa, where you will want Representation or Universal Suffrage eventually and where sacrificing research in order to increase the culture slider for happiness is not an option if you´re planning on doing well in the game.

    The concept of the happy cap is most important in Ironman/ffa. There you basically have three phases:
    1. before Monarchy for Hereditary Rule
    2. from Monarchy on
    3. when switching from Hereditary Rule to Universal Suffrage (or Representation)

    When planning how to plant your land, you need to be aware of how big you will be able to let your cities be when switching away from Hereditary Rule - this is where knowing the happy cap of your empire is key. It´s very difficult to win an Ironman or ffa with 5-7 opponents when not being able to leave Hereditary Rule. The lack of Universal Suffrage or Representation and the additional upkeep and production of police units hurts too much.

    Let´s get into defining the happy cap and analyzing possible strategies resulting from it. Remember, a city with one unit in it has as a basis a happy cap of 5, a capital 6. That´s 4 (5 in cap) without the unit and one more with it - the unit having nothing to do with Hereditary Rule. A happy cap of 5 means the city can support population 5 without any citizens becoming unhappy (negative effects on happiness like Slavery taken aside).

    Resources

    You´re playing an Ironman or ffa game, you´ve expanded to three or four cities and explored most or all of your surrounding land. Now you can count the happiness resources that you´ll most likely be able to plant over the course of the game. How well you know what you will get depends on the map you´re playing and on your experience.

    Regarding the switch away from Hereditary Rule once having researched Democracy all happiness resources are equally worth +1 happiness as a basis. Two exceptions being Ivory and Whale, which become obsolete eventually, Ivory with Industrialism and Whale with Combustion. You should count those separately. Ivory is very helpful in phase 1 before Monarchy, but won´t be available in phase 3 from a certain point on at which you´d still be glad to have it.

    Looking at the basic effect on happiness there are three kinds of happiness resources:
    • pre-Monarchy: gold, silver, gems, ivory, fur
    • Monarchy: wine

    • post-Monarchy, requiring Calender: spices, sugar, dye, incense, silk

    ... and there is whale with Optics.

    In phase 1 any of the pre-Monarchy happiness resources can increase your happy cap by 1, which can be very helpful.

    Example: Let´s assume we are playing India and got gold, wine, spices and dye - once hooked that´s a permanent increase of the happy cap by 4, that being a happy cap of 9 in normal cities and 10 in the capital.

    Buildings

    The next step involves checking whether and if which of your happiness resources provides an additional happiness with which building:
    • Market: +1 from fur, silk, ivory (till Industrialism), Whale (till Combustion)

    The market is an undesirable building due to its high cost and in most cities low effect (you are probably running 80%-100% science). Markets see play only in ffa/Ironman games and even there you´ll build them in only a few cities for the bonus on gold. If you´ve got Fur and Silk, the ratio of cost/effect becomes decent enough. If you´ve got only the two resources that become obsolete, it´s not. If you´ve got only either fur or silk, you should think twice before counting it for your overall happiness cap from the start since you have enough other, better stuff to build and rather want to avoid getting markets.
    • Theatre: +1 from dye

    The theatre requires Drama, a technology you want to avoid completely or at least as long as possible. Sometimes your happiness cap will be so low that you will require Globe Theatre for your capital, having to research Drama and build theatres even if you don´t have dye. It´s of course a valid option to get Drama for theatres if you have dye and are in need of the happiness - but since theatres don´t do much else good in an average Ironman/ffa, you´d rather avoid building them and researching their prerequisite tech.
    • Forge: +1 from gems, gold, silver

    The Forge is a basic building anyway. You will want to have it in every city. Gems, Gold and Silver are already great due to their availability pre-Monarchy in phase 1 - a forge increasing the happiness they provide makes them the clearly best happy res.
    • Colosseum: +1

    As easy as that.
    • Temple: +1

    Temples are better, because cheaper Colosseums, but they require a Religion. You might have gotten one early - or not. An experienced player can evaluate his chances on getting one or having to get one over the course of the game pretty well. As a rule of thumb, you will want a religion anyway in every game.

    • Special religious building (e.g. Confucian Academy): +1 from incense, +2 if the religion of the building is the state religion

    This one is expensive, though gets more bearable if you´ve got the resource that doubles its production. Remember that you require a different resource depending on the religion you got. Without the resource it´s very tough to build this massively. What´s almost worse though is the requirement of Music. The same arguments as with Drama apply. What you can do though is researching it (and its prerequisites) once you´ve got Democracy in 1 turn per tech - still sucks since that might make you lose turns on the race for corporations which is the next big goal after having reached Democracy in most Ironman / ffa games.
    • Broadcast Tower: +1 for CHM leader; +1 with Hit Musicals, Hit Singles, Hit Movies

    In a game with picked leader, you should basically never be Charismatic. If you get one of the "Hit" wonders, broadcast towers are a no-brainer where required. You cannot plan for that from the start.
    • Unique Buildings: +X

    There are a couple of unique buildings that provide additional happiness (making their civs to picks in Ironman/ffa). If you´ve picked one of those, count that when determining your happy cap. Three main targets here being Ottomans, Maya and India with Greece being an option. Byzantine and America completing the list, but not being any real option.

    Example: In our example the happiness from the gold will be doubled by forges. The wine could only receive a health bonus from an (undesirable) grocer. Same being true for spices. The dye would give us an additional happiness if we researched Drama and build theatres.

    That´s one additional happiness from gold for sure and one potential from dye. Additionally you can count Colosseums, bringing us to a total happy cap of 11; 12 with Drama and theatres. Having religion already allows for increasing that by another two (1 for state religion and 1 for temples), arriving at 13 without theatres. Finally we are India, giving us another +2 from the Mausoleum making it a total of 15 without theatres.

    Wonder
    • Globe Theatre: Researching Drama, building theatres and then Globe (requiring production and taking away one National Wonder slot) is a compromise you sometimes have to take if your happiness situation is that bad.

    • Notre Dame: Prioritizing the rather secondary Engineering in order to get Notre Dame for another +2 in all cities on the same continent (not for sea maps in ffa games!) can be a response to a bad happiness situation. It´s a costly endeavour though delaying something else for it, whether that be Civil Service, Education or even Liberalism.

    • Broadway, Rock'n'Roll, Hollywood: Those are not tough to understand. If you´ve arrived in the late(r) game and happiness is a serious issue (or soon will become one once you lose Ivory and/or Whale), aim for those if you have a chance.

    Conclusion

    You can derive your happiness cap pretty precise by knowing the resources you´ll be able to plant, adding a potential Unique Building that provides happiness and taking an educated guess at whether and if how many religions you´ll get. The first two also tell you how much you should prioritize getting a religion - which though in general is very good due to the various Religious Civics which can all be put to good use at one time or another.

    For any empire and any strategy you will need at least a happy cap of around 9-10. That being the absolute minimum and only working for very specific strategies (like planting cities super close to each other, sharing tiles, not growing bigger then pop 9 or 10). Still even in those strategies you´ll get in trouble with your capital, which you will want to be as big as possible and work as many tiles as possible in any game. In such scenarios the mentioned Globe Theatre finds its use. In general you should aim at as much as you can get of course, but at least as much as you need to support all or most of the maximum population you can get your capital in order to work as any cottages as possible and beyond that a couple of specialists potentially as well.
    The lower your happiness cap, the closer you should plant your cities in order to still make use of all the tiles in your empire.
    Determining the happy cap as early as possible is important in order to plan ahead accordingly. On the one hand you need to adjust the way you plant your cities on the other hand you can look for ways to increase the happy cap:
    • Got a religion? Can you get one or another one if you´ve got one already?
    • Any wonders available without hurting you in other goals too much? (e.g. going for engineering while having a chance at liberalism)
    • Any neighbour you could conquer or partly conquer in order to get more happiness resources? (be careful with the "partly conquer" in non always-war games)



    Comment on this blog entry here.
    Last edited by jobe; August 28, 2010, 10:51.

  • #2
    Empty for test purposes regarding mechanic of comments being shown in forum and blog comment widget at same time after promoting a forum post to a blog . (It already works for forum posts promoted to articles in the spotlight .)
    Last edited by jobe; August 28, 2010, 10:50.

    Comment


    • #3
      I don't agree that Markets are only good in gold cities, but you might be referring to specific play-styles, or perhaps MP, of which I know nothing.

      The science slider will slip low on with expansion or conquest, and if raising money for upgrades the markets are useful everywhere.

      Comment


      • #4
        Originally posted by Cort Haus View Post
        I don't agree that Markets are only good in gold cities, but you might be referring to specific play-styles, or perhaps MP, of which I know nothing.

        The science slider will slip low on with expansion or conquest, and if raising money for upgrades the markets are useful everywhere.
        At 150 h each, they are very expensive to build. Often it is better to simply build wealth instead.
        Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
        I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

        Comment


        • #5
          Yes, rarely in all cities.
          It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
          RIP Tony Bogey & Baron O

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          • #6
            Originally posted by jobe View Post
            In teamer games that are restricted to one era, you will either run Hereditary Rule, basically giving you unlimited happiness at least till you move out for an attack or additionally use the culture slider.
            Why are these the only two options?

            Remember, a city with one unit in it has as a basis a happy cap of 5, a capital 6.
            Doesn't that vary depending on skill level?

            since theatres don´t do much else good in an average Ironman/ffa, you´d rather avoid building them and researching their prerequisite tech.
            This ignores using Globe to draft in a high food city.

            Special religious building (e.g. Confucian Academy)
            Without the resource it´s very tough to build this massively.
            Each cathedral requires 3 temples, so to me it's literally impossible to "build this massively".

            Conclusion
            I suggest adding something here that an evaluation of low happy cap (early in the game when you look around to see what resources you'll eventually get) is another reason to consider going to Rep rather than Univ Suffrage, and doing specialists rather than cottages.

            Comment


            • #7
              Originally posted by wodan11 View Post
              Why are these the only two options?
              Because those are the two most efficient ways of keeping happiness in those kind of games.

              Doesn't that vary depending on skill level?
              Yes, this is for noble. This article stands relatively separate now, it initially was more in the context of "quick speed, noble difficulty".

              This ignores using Globe to draft in a high food city.
              Is is not a cost-efficient strategy if you go for Drama, theatres and Globe just for its benefits with drafting.


              I suggest adding something here that an evaluation of low happy cap (early in the game when you look around to see what resources you'll eventually get) is another reason to consider going to Rep rather than Univ Suffrage, and doing specialists rather than cottages.
              While I think this is a smart proposal, I´m not sure it´s really doable. First of all if you pick your leader/civ you might have not picked Philosophical instead Financial or Expansive, which might be putting you on a certain strategic route more even than your land composition. Second it might be tough to scount all land well and fast enough to make this kind of decision. At this point in the game it´s basically impossible to predict the expansion behaviour of your neighbours for example. Still you obviously got a point here, that happy cap is something to consider when deciding on decisions such as what to do with cottages and GPs exactly.

              Comment


              • #8
                Originally posted by jobe View Post


                Is is not a cost-efficient strategy if you go for Drama, theatres and Globe just for its benefits with drafting.
                Actually, it's pretty cheap. On a standard sized map, at normal speed and Emperor difficulty Drama costs 468 beakers. It is an optional pre-requisite for both Music (936b) and Philosophy (1248b). If you are planning on researching these techs manually instead of bulbing, the 20% bonus to research from having the extra pre-requisite tech will recoup most of your beaker investment.

                If you're planning on running the culture slider, Drama isn't optional. You can't run the culture slider without this tech.

                Theatres are a cheap build @50h each and often worth building for their own sake (happiness from dyes and the culture slider, cheap culture and 2 artist slots).

                A city with 2 6f specials and 3 irrigated grasslands can grow from size 4 to size 6 in 3 turns (with a granary). This means you can 2 pop whip a catapult every 3 turns while overflowing ~25h (assuming you've already whipped out a forge in the city) into Globe. The whip unhappiness is covered by the cats until Globe completes. After about 36 turns Globe will have completed and you can march your stack of 12 cats out of the city. You can then continue to 2 pop whip every 3 turns for an effective hammer output of around 25h per turn.

                Once you've got gunpowder and nationhood it gets even better. The above city can be drafted for an 80h musket 3 out of every 4 turns for an effective hammer output of 60h per turn.

                Globe powered whipping/drafting can be a very cost effective strategy.
                Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
                I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

                Comment


                • #9
                  Thoth already covered most everything I would reply on the Globe etc. Nice.

                  Originally posted by jobe View Post
                  While I think this is a smart proposal, I´m not sure it´s really doable. First of all if you pick your leader/civ
                  And, if you don't?

                  Again, is this a well-rounded article or an article for a very specific set of circumstances?

                  I'm not being antagonistic; I just don't see the value, in particular since the article doesn't warn the reader at the very start that it's of narrow applicability. My suggestion would be to do exactly that, and also to avoid flat statements such as "You will do X or Y" and instead explain why and under what circumstances things hold true or provide their best benefit.

                  Bottom line circumstances change, sometimes widely, from game to game. Teaching the why is the only real way to educate players and help them out. Giving an answer, without the reasons why it's the answer, probably hurts them more than it helps because they don't have the underlying reasons and thus can't make any kind of informed judgment as to when and where to apply certain strategies.

                  you might have not picked Philosophical instead Financial or Expansive, which might be putting you on a certain strategic route more even than your land composition.

                  Agreed, though even so it's not necessarily a given. A "switchover" strategy, doing specialists through midgame, and then switching to cottages (empire wide) is very powerful. It maximizes early game leverage and low cost of great people until they become less cost effective, and it maximizes cottages later when you have double growth from Emancipation plus the better civics to maximize Village and Town benefits. Traits are beneficial either way.

                  Second it might be tough to scout all land well and fast enough to make this kind of decision.

                  That's where the rubber hits the road, as it were. Where top players rise above merely good ones. The goal of a strategy article is to turn the one into the other, right?

                  edit: I probably should use more easily understood English, sorry about that. I tend to take shortcuts in prose that I shouldn't.
                  Last edited by wodan11; September 13, 2010, 12:20.

                  Comment


                  • #10
                    You find this article to be narrow in its application for different settings and not "teaching the why"?

                    Comment


                    • #11
                      Originally posted by jobe View Post
                      You find this article to be narrow in its application for different settings and not "teaching the why"?
                      I wasn't intending to be critical but to offer suggestions aimed at improving the article.

                      I find that the article leaves out some good options/alternatives, which have utility in the professed MP target environment, so I would suggest adding them even if they might be perceived as suboptimal (the perception might be wrong, and honestly it's up to each player to determine that... CIV is not an instruction manual that says Do X, Y, and Z = you win.)

                      I also find the article doesn't clearly indicate that MP is the target environment; I might suggest that the article be broadened to include other environments, and to explain why some tactics work well and in which environment they will do best in. Since the article currently doesn't address environment at all, clearly it doesn't address where tactics are best used and explain why they work so that the reader could make an informed decision on which tactics are best in which games. So that's not opinion, it's an objective observation. Alternately, the article could simply say in the first paragraph "this is for MP only" as previously suggested.

                      Comment


                      • #12
                        In Classical era games, you never hit Music or Philo, and rarely Drama for that matter, it just isn't important enough compared to Construction or Fued. Drafting only becomes available with Nationhood, so Ren era and later starts. In those eras, you have Music and Philogiven to you.

                        You generally can't run the culture slider in MP teamer games because they are games that rely mainly on cottages, and bulbs don't scale with team size, only with the individual civs pop.

                        Globe alsorequres Theatres in other cities. On standard it is, what, 6? Plus GT is 300 hammers. You really can not afford to sink that many hammers into GT in these types of games: you get rushed and die before the investment completes.

                        Thats for teamers with different starting eras, anyway.
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

                        Comment


                        • #13
                          @Globe Theatre in Ironman/ffa:

                          1. Globe drafting is a lot less efficient then on normal speed, because draft unhappyness only lasts 6 turns, while you still can only draft 3 units a turn. As you will most likely have 8-10 cities, you can draft 3 rifles a turn for quite some time till you get into serious happy problems anyway.

                          2. Agressive wars with rifles are extremely rarely a valid option, as you cant attack someone with rifle/cav who drafts rifles in defense. If you want to conquer someone technologically behind in that time frame, cav upgrade rush is better in almost every case.

                          3. If you want to attack someone with rifles, you have to go super quickly for it - speed is the ultimate issue, because of the defender drafting himself to death issue. In those cases you will most likely not have gone for literature, so you need aestetics too. To have the time to set up the globe city in time, you have to take it before liberalism, so either you gift away liberalism or are behind in tech anyway, in which case you cant go indu war anyway.

                          Thus while globe theatre drafting may still be a effective way of producing units, there is no actual situation in which you want to get those units.
                          Dare the impossible and you will achieve the possible - and sometimes notice the imposible to be quite possible.

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                          • #14
                            Not all games are played under those settings.

                            Just because the Globe isn't always useful doesn't mean it is never useful.
                            Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
                            I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

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