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  • #16
    I have run some tests to find out which cities get additional red/

    I have run some tests to find out which cities get additional red/black hats due to too many of cities:

      despotism
    number of cities 1 2 3 4 5 6 7 8 9 10 11 12 13 14
              4 3 2 1 +8 +7 +6 +5    
                  7 8 9 10 11 12    
                  6 5 +4 +3 +2 +1    
                          10 9    
                          +11 +12    
      monarchy
    number of cities 1 2 3 4 5 6 7 8 9 10 11 12 13 14
                  6 5 4 3 2 1 +12 +11
                        9 8 7 +6 +5
                        10 11 12 13 14

    How to read the table:
    For example, under despotism, when you build your 10th city, city nr. 7 gets black hat, city nr. 10 gets red hat, city nr. 3 gets black hat.

    It looks the system is understandable.
    Who will add other governments?

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    • #17

      I take it back! In my "Campo" game it didn't work.

      It might be map-dependent..., or year-dependent...

      I did my tests with small map, deity, everything in one turn via cheat menu. I changed the build order and it worked...
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      • #18
        It is certainly map-size dependent ...

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        • #19
          Another thing to consider is city sizes. A hard-core ICSer may well have dozens of cities with none larger than size two. I've found the relationship between riot factor and number of cities to be very predictable under those circumstances. I think that a city of a certain size (size 3?) counts as two cities for riot factor calculation purposes.

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          • #20
            It has definitely something to do with mapsize and the number of citizens. Indeed if you have, let's say 5 cities on despotism and they grow red and black hats come quickly. You have to be careful at the beginning of games, not to grow too fast before getting monarchy or republic.
            Oh Man, when will you understand that your greatness lies in your failure - Goethe

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            • #21
              Originally posted by Julius Brenzaida
              It has definitely something to do with mapsize and the number of citizens. Indeed if you have, let's say 5 cities on despotism and they grow red and black hats come quickly. You have to be careful at the beginning of games, not to grow too fast before getting monarchy or republic.
              My goal is to be able determine the city where I can expect riots after building a new city.
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              • #22
                About the question which cities get additional red/black hats due to too many of cities:
                After my past tests, recent reading of A pattern governing supply and demand changes and changes of happiness after English were destroyed by Zulus (and so one city was destroyed) I have a feeling that there may be a pattern based on all cities (from every civ) in the game.
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                • #23
                  There may be a pattern. Though noone has ever come up with it I'm not sure many tried that hard.

                  As an additional resource I recall that a pattern was hypothesised for SMAC that some players believed in......you might want to check there and see if it helps.

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                  • #24
                    A pattern governing unhappiness due to number of cities

                    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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                    • #25
                      Neat....now how do I practically use this to tell in which city the unhappy first citizen due to empire size will appear?

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                      • #26
                        DrSpike,
                        Hm, I didn't think about utilization very much yet. (Also there may be still some errors. I am waiting for some confirmation)

                        You must know the ACNs of your cities. From the point where you build Marco Polo it is easy (only problem may be formerly destroyed cities - they may shuffle the order). Without MPE it will be more difficult. Especially for the first city with an unhappy citizen due to empire size (city nr. 5 under despotism) you have no clue. But once you know the effect of the city nr. 5 you know which city have ACN=4 (or 8 or 12 - it depends also on the number of civs in the game). Then you can guess which city have ACN=3 and so will be the next one.

                        From other side you may find out the ACNs of your cities from the way how cities get red and black hats and then use the knowledge of ACNs for commodities S&D changes.
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                        • #27
                          Much as this is very clever it doesn't look as practically useful yet as some of your research. But keep trying.

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                          • #28
                            What about goto?

                            I'm playing a 250 city game with AI zoos. Won't the goto for the units list the order in which the cities, including AI cities are listed?

                            I've noticed this extra unhappiness occurring in pairs of cities in my democracy on the Attitude advisor.

                            I can't really see the pattern emerging unless you have a significant number of the total cities, or knowledge of all or almost all the AI's.
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                            • #29
                              Originally posted by obiwan18
                              I'm playing a 250 city game with AI zoos.
                              zoos??
                              What about goto?...Won't the goto for the units list the order in which the cities, including AI cities are listed?
                              I don't think so. Goto and Find city are in the alphabetical order
                              I can't really see the pattern emerging unless you have a significant number of the total cities, or knowledge of all or almost all the AI's.
                              You can get the pattern also from commodity changes. Commodity changes distinguish 16 'types' of cities and happiness only 4.
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                              • #30
                                Originally posted by SlowThinker

                                zoos??
                                What does the western world do to keep species from becoming extinct? They put that species in a cage, preventing them from escaping and getting themselves killed off - a zoo . How do we keep AIs under control and keep from being killed off? we leave them caged up in one city, and prevent them from escaping - hense being called a zoo
                                Insert witty phrase here

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