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SandMonkey
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I should probably post this in the ToT forum, but I know more people frequent this forum, soo...
I am playing the SciFi game in ToT. My largest city (size 13, so far), has an odd happiness thing going on. The first pic (loacated here), shows the city as it naturally grew, with two happiness improvements (I'm playing it on Chieftan to learn the tech tree, and to see what I have to do and all).
The second pic (located here), shows the city with one worker being used as an entertainer (that's the ugly green guy). But the wird thing is, if you notice, that the neither the taxes nor the science were decreased, and the entertainment increased, but I lost a happy citezen!
What's the deal with that? Anyone have any htoughts?
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
Check out my 1602 A.D. site
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myrlyn
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Bloomington,Il
Jan 2000 time: 05:12
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Well for starters your data went down by one point. The point lost must have been the treshold for the extra happy citizen.
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SandMonkey
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Yeah but raw data has nothing to do with happiness. The entertainment went up by one, and the taxes didn't change. I dunno, must have been a glitch or something.
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SandMonkey
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Mad Monk - I was in the Republic equivelent at the time.
Smash - I don't know about riot factor. Like I said in my first post, I was playing it on Chieftain just to get the hang of how this one would play out. I didn't have way too many cities at the time. Heck I have a lot more now and I still am now suffering from unhappiness due to all the cities. At least a noticable amount...
It wasn't a lasting problem with that or any other city. I am now in the Democracy equivelent, and am growing all my cities using WLTPD.
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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I get the feeling following posters didn't understand what I said in my first post. What I said applies to every city and every government on every level of every civ II games I've seen. (heh, sounds like an ATT comercial )Its harder to see on large diety civilizations since you can often get the first citizen unhappy in a city, but it applies to any city with an initial content citizen (even fundamentalism, since this is before -any- modifiers kick in)
In the city display, click on the happy button to get the happiness chart. The first row is the happiness of the city before anything is used to modify it (martial law, luxuries, improvements, govt type etc). If the city has at least 1 content citizen, you can see what I'm talking about.
pick up 1 worker on the resourse map and watch the change on the first row of the happiness chart. The number of unhappy citizens will remain the same, and the number of content citizens will appear to decrease by 1. That is because an entertainer is considered a content citizen for happiness calculations. If you still have a content citizen on the first row, you can pick up another worker and the same thing will happen. The number of unhappy citizens stay the same and 1 more content citizen is made an entertainer. Because entertainers can't be made happy or unhappy, all the later modifiers don't affect them. This means you will need to make an unhappy citizen happy instead of a content citizen happy to have the same number of happy people. Creating an entertainer will create 2 luxuries, but if you picked up a trade producing worker, you may have reduced the luxuries otherwise being generated. This is the case in Sandmonkey's example. He picked up a trade (or data) producing worker and decreased his luxuries (entertainment) by 1. The entertainer then produced 2 new luxuries for a net increase of 1. If the city had been producing an odd number of luxuries, that would have been enough to keep the same number of happy people (it takes 2 luxuries to affect 1 citizen, and if there is 1 leftover it is discarded).
If a city has no content citizens, then picking up a worker has the effect of producing a "free" content citizen. You can take advantage of this especially at higher difficulty levels. Picking up several workers when the city has no initial content citizens produces a lot of content citizens. With enough luxuries, you may find that you can change several or even all of the entertainers into taxmen/scientists and still keep the city in order, or even celebrating WLTxD. I have had many cities of all sizes on diety that were in disorder with all the workers placed on high-trade squares, and yet were celebrating when I picked up 3-6 workers and made them taxmen or scientists depending on the need of the turn.
Well, this is a lot longer than I anticipated, but the moral of it all is that understanding _how_ happiness is calculated, you can take full advantage of your cities resourses without spending a long time trying to micromange them 
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April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
*goes off and starts gifting gold and techs*
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