Re: (PR#12869) the happiness system
"Peter Schaefer" <[email protected]> Fri, 22 Apr 2005 14:04:42 -0700
| Newsgroups | gmane.games.freeciv.devel,gmane.games.freeciv.data |
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| Message-ID | <[email protected]> |
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12869 > Well, for starters, but may be not 100% accurate, and I also may be mixing stuff from freeciv and the DOS version: - angry citizens under Republic: military units away from home cause one step of unhappiness - cancelled by: In freeciv1.14+ : no unhappiness if in any city In freeciv2+ : no unhappiness if within own borders - democracy: effect of a military unit causing unhappiness is increased by one(makes two uhappy) -Womens Suffrage effect of a military unit causing unhappiness is decreased by one(makes none unhappy) Is additive with democracy, so democracy+Women Suffrage should be like Republic(one unhappy). Unhappyness cause I am not sure are in freeciv: - Air units: Unhappiness is somehow different. Maybe +1, maybe just that they always cause unhappiness(which actually increased your deployment options, since they didnt have to stay at home.). its hard to tell, since when I saw this, I usually had Womens Suffrage :) - WMDs: WMDs(nuclears and similar) somehow cause more unhappiness, I'm not 100% sure how this works. I think they always cause unhappiness, regardless of being at home or not. Features that I am missing in freeciv: - defender I believe that in Civ1.0 DOS, one citizen was unhappy if there was no defender in the city. I recall regularly placing one defender to this effect, especially under Republic. This would also modify smallpox tactics and put a little more emphasis on defense. To put this the other way, maybe it was more like this: Even under Republic, one unhappy would be made content by a miliary unit, at least that was the effect. - corruption: In Civ1.0: poor cities with lots of corruption would join the enemy with the wealthiest city(, often a democracy). Something similar could be done in freeciv by making corruption influence happiness somehow. - diplomat action: Incite revolt, or a similar option could cause unhappiness. My brain remembers this from some version of civ, not sure which. Or maybe I am confusing it with the "Sabotage" option, which reveals unhappiness when it destroys a temple ?!? On 4/22/05, Benoit Hudson <bh-0/DuvcfrMH9wGe/[email protected]> wrote: > > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12869 > > > In PR#9480, Jason said: > > In general, I don't fully understand how happiness, celebration, > > unhappiness, and disorder work. I know I've said this before, but: is > > there some documentation on this that anyone can point me to? > > I don't know of any, but attached is a document. Note the TODO: > I don't understand angry citizens. > > > At base, a city of size n has a certain number of citizens that are > content. In the default ruleset, that's 4 with a small civ, and fewer as > the civ grows. The rest of the citizens start off unhappy. > > Then we have a series of priority levels: > 0- base > 1- luxuries > 2- buildings and some wonders > 3- units > 4- Bach wonder > > Each level above 0 does some of three things: > - make citizens content [temple, martial law] > - make citizens happy [luxuries, democracy+courthouse in original civ2] > - make citizens unhappy [democracy+bombers] > > The rule is: > - first make citizens content > - then make citizens happy > > Turns out we never make citizens unhappy at the same time as we make them > content or happy, so that order is undefined. I'm not sure how we ever get > angry citizens. > > 'make content' operates first on angry citizens then on unhappy ones. > It has no effect on content or happy citizens. > 'make happy' operates first on content citizens, then unhappy, then angry. > 'make unhappy' operates first on content citizens, then unhappy. > > Moving a citizen up one level takes one unit of work. For example, two > luxuries are one unit of make-happy work; one temple+mysticism is two units > of make-content work. So if you have a temple and nothing else in a city > that has an angry citizen, the angry citizen becomes content. > > Example: > Assume we have a city of size 7 with 8 luxuries, a temple, and a cathedral > in a medium-sized democracy (so base of 3 content) with 3 units in the > field and JS Bach's cathedral. We know mysticism and theology. > We start with: > 0: 0/3/4/0 happy/content/unhappy/angry > Level 1 applies the 8 luxuries, which are 4 make-happy work: > 1: 3/1/3/0 [3 content became happy, 1 unhappy became content] > Level 2 applies the cathedral (4) and the temple (2) for 6 make-content: > 2: 3/4/0/0 [3 unhappy became content, 3 units of work wasted] > Level 3 applies the 3 units, which are 6 make-unhappy work: > 3: 2/0/6/0 [4 content became unhappy, 1 happy became unhappy] > Level 4 applies the JS Bach, which is 2 make-content work: > 4: 2/2/4/0 [2 unhappy became content] > > TODO: explain angry citizens and give an example with both make-happy and > make-content in the same step. > > >