I thought I new how happiness worked. If you had luxeries or lux tax it gave you happy people, certain improvements give you content people. But then in this game I'm playing write now I have a city with population 7. I have 5 luxeries and the market place which makes 9 happy people, and a temple which make one content person. So as a pop 7 all my citizen should be happy, should they not? But I only have 6 happy citizens and one unhappy citizen. Am I missunderstanding how happiness works or is something else going on here?
Announcement
Collapse
No announcement yet.
Happiness
Collapse
X
-
Heaps things can trigger unhappiness. Click on the unhappy face to find out the problem.
Has that city always been yours? (Foreigners can be unhappy) On that note, are you at war? It says 'republic' on the shot so if you are it may be war weariness."Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)
-
Originally posted by NeoStar
Heaps things can trigger unhappiness. Click on the unhappy face to find out the problem.
Has that city always been yours? (Foreigners can be unhappy) On that note, are you at war? It says 'republic' on the shot so if you are it may be war weariness.
The city has always been mine.
Not at war nor have I ever been at war this game so war weariness is not the problem.
Here's the same city later on in the game http://home.earthlink.net/~del_sol/_...s/unhappy2.jpg I used a link because to attach the pic you have to shrink it down so far its hard to see. The pop is now up to 12. I have 6 luxeries which should equate to 12 happy people, temple, cathedral, and Sistine Chapel which should equate to 7 content people, meaning I should have up to pop 19 with out any unhappy people. I have 10 happy, 1 content, and 1 unhappy.
Comment
-
I have 5 luxeries and the market place which makes 9 happy people,Quendelie axan!
Comment
-
Originally posted by Sir Og
The 5 luxuries give you 3 happy people when you have a marketplace and only 1 when you don’t. And I think that happiness also depends on the difficulty level that you play.
As far as difficulty level this game is on regent, I looked at other saves on regent and noticed the same thing happening. I looked at two saves from warlord and one of them looked about the same as these games on regent and the other one had the right number of happy people but there were too few content people. I looked at one save from chiefton and it had too few happy people and too many content people.
Comment
-
I just had a thought.
Could it be that a citizen has to be content before he is happy. This game is on regent and I believe that you get two free content people, plus seven content from temple, cathedral, and Sistine Chapel equals nine content citizens. Nine of my twelve happy faces make those nine content citizens happy. Two of the remaining three happy faces make the tenth citizen content and then happy. The last happy face makes the eleventh citizen content. Leaving the twevleth citizen unhappy.
Does this sound right, or was it just coincidense that the numbers worked out in this case?
Comment
-
Yes, delsosi. That is exactly how it works. Nice to see you figured it out yourself.
Sir Og, each happy face from luxuries is counted, i.e. on the screenshot, the city gets 9 happy faces and would get 5 if they didn´t have a Marketplace. Conclusion: marketplaces are a must in bigger cities.
Comment
-
Originally posted by Hurricane
Conclusion: marketplaces are a must in bigger cities.
Not much else to know, delsolsi. Unhappiness has always been a big part of civ, but with luxuries the problem can be easily handled.
Not too much you can do about overcrowding. Not too much to worry about either. Big citites take a bit to riot."Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)
Comment
-
Originally posted by NeoStar
They're a must anywhere mate, unless you want a negative economy
Not much else to know, delsolsi. Unhappiness has always been a big part of civ, but with luxuries the problem can be easily handled.
Not too much you can do about overcrowding. Not too much to worry about either. Big citites take a bit to riot.
Comment
-
Originally posted by Jaybe
WLTKD can DOUBLE your production -- especially if you are generating only 1 shield due to corruption!
EDIT: fixed links.Last edited by delsolsi; July 31, 2002, 15:18.
Comment
-
Originally posted by delsolsi
Are there other factors to the increased production other than WLTKD, because I have never noticed this. Just to make sure I looked at the game I'm currently playing, went to a city that didn't have WLTKD, took a screen shot http://home.earthlink.net/~del_sol/_...s/preWLTKD.jpg . Then I turned up the lux slider to induce WLTKD, I waited a couple of turns, then went back to the city and found that I had the same production. Heres a screen shot of the city during WLTKD http://home.earthlink.net/~del_sol/_uimages/WLTKD.jpg .
EDIT: fixed links.
Comment
-
WLTKD reduces shield wastage by 25%. Without WLTKD in your first screen shot, you're only losing 2 shields - I wouldn't have been surprised to see wastage unchanged (25% of 2 is 0.5).
A better lesson on the powers of WLTKD would be to look at one of your outlying cities, preferably one that produces a fair number of shields (10 plus), but that also loses a lot of shields to waste. Induce a WLTKD in that city and you will better appreciate a celebrating empire.
Catt
Edited for typos.Last edited by Catt; July 31, 2002, 15:48.
Comment
-
Yet another fine effect of WLTKD is a (highly?) reduced pollution. In one of my past games, I was in a peaceful democracy. I had all my cities producing as much as possible (I always have... ), while having almost all the luxuries and even 10% of my income allocated to luxury. A nation-wide WLTKD. Even though I was well into the industrial era, having factories everywhere, there was almost no pollution... until one of my neighbours (happily supplying me with two precious luxuries until the very turn) declared war on me. I lost WLTKD in most cities and pollution started to appear right and left, up and down... I couldn't believe it was just a coincidence, WLTKD must affect pollution levels, too...
Comment
-
Perhaps waste not only means being unefficient, but perhaps also means industrial waste?IT is certainly praiseworthy to try to make clear to oneself as far as possible the sense one associates with a word. But here we must not forget that not everything can be defined. -Gottlob Frege
Comment
Comment