When do you think you'll head to Monarchy? Pita in particular has some really nice cottage tiles to grow onto (plus future cottage tiles).
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When do you think you'll head to Monarchy? Pita in particular has some really nice cottage tiles to grow onto (plus future cottage tiles).
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![]() (May 2nd, 2013, 06:33)CFCJesterFool Wrote: When do you think you'll head to Monarchy? Pita in particular has some really nice cottage tiles to grow onto (plus future cottage tiles). I'm settling ivory on t74 and I'm building a market in Pita, so it will get two more happy. Then I'm teching Construction for catapults and my creative Odeons, which are worth an additional two happy, raising the happy cap to 9 in Pita. After Construction it's probably Iron Working, I'm settling my southern front city towards Boldly 1S of jungled gems next turn. And with Iron Working in hand Calendar will be tempting. And I might need Metal Casting for triremes. So I think Monarchy will be postponed quite a bit.
I have to run.
When I say Pita I mean Byte, its mirror image... Pita will churn units and get an Odeon for happy and culture. I will probably not leverage Pita's commerce potential for some time.
I have to run.
So you're saying that motherland unhappiness decimal values are added to whip unhappiness decimal values?
Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone. ![]()
Dazed's settling party keeps looking for the promised lands. I establish my southern border against Boldly. Six cities grow into unhappiness in anticipation of ivory.
I have to run.
Internally, it seems the game does not track happiness, but rather happiness per 1000 pop. For example, crowding unhappy is simply 1000, and military protection unhappy is 334 (i.e. 1 per 3 pop). Most unhappiness works like this - it's proportional to population.
Whip unhappy though is not. When the game calculates whip unhappy, it takes the the amount of whip unhappy there should be in the city, multiplies by 1000, and divides by the population of the city. So a size 5 city with 1 whip unhappy ends up at 200 - which of course means "1 per 5 pop". Internally, all these unhappiness numbers are added together, and then multiplied by the city's population and divided by 1000. But the UI has to somehow place the blame for each whole unit of unhappiness. So it steps through the different sources of city unhappiness one at a time, calculating intermediate values of the sum unhappiness per 1000 pop, and deriving intermediate values of absolute city unhappiness. When absolute city unhappiness increases after adding in the unhappy-per-1000-pop from a given source, the UI attributes the increased unhappiness amount to that source. One last piece: The game of course does integer math and therefore rounds down, like everywhere else, but since unhappiness is bad and the game wants to round against you at every opportunity, it then adds 1. So the aforementioned 200 whip unhappy would actually be 201. So, the only way I can figure that the game would display 2 whip unhappiness when you really only have 1, is if the previous sources of unhappiness (I guess, crowding and culture) take you to 1199 unhappy-per-1000-pop, which works out to just under 6 unhappy, but close enough that the 201 from whipping takes you to a round 7. I'm not sure if that's it or I'm missing something else, but you can at least get an idea of how strange and elaborate the calculations are under the hood.
Interesting, very interesting. Did you find out how unhappiness from culture works too?
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Civilization IV: 21 (Bismarck of Mali), 29 (Mao Zedong of Babylon), 38 (Isabella of China), 45 (Victoria of Sumeria), PB12 (Darius of Sumeria), 56 (Hammurabi of Sumeria), PB16 (Bismarck of Mali), 78 (Augustus of Byzantium), PB56 (Willem of China)
Hearthstone: ArenaDrafts Profile No longer playing Hearthstone. ![]()
I think it's proportional to the percentage of foreign culture in the city, and proportional to population. And culture of civs you are at war with counts extra. But there were a lot of numbers and I didn't try too hard to decode the details.
(May 2nd, 2013, 16:46)SevenSpirits Wrote: Internally, it seems the game does not track happiness, but rather happiness per 1000 pop. For example, crowding unhappy is simply 1000, and military protection unhappy is 334 (i.e. 1 per 3 pop). Most unhappiness works like this - it's proportional to population. ![]() |