qxz 622 Posted June 14, 2024 Will there be a metric of 'happiness' of the general population in the game as in the previous game? Fire Quickly, Wayne23lololh, wbladew5 and 2 others 1 4 Quote Share this post Link to post Share on other sites More sharing options...
2 Łukasz Jakowski 13,395 Posted June 14, 2024 It's not in the game at the moment, but maybe you have some ideas on how it would work? What influences the happiness in each province. wbladew5, Dule22, BatataGamer55 and 8 others 11 Quote Share this post Link to post Share on other sites More sharing options...
2 qxz 622 Posted June 14, 2024 (edited) 1 hour ago, Łukasz Jakowski said: It's not in the game at the moment, but maybe you have some ideas on how it would work? What influences the happiness in each province. Factors affecting happiness: Factors DECREASING happiness: Occupation of provinces by foreign armies [Major Factor] Disease outbreaks [Major Factor] At war [Minor Factor] Defeat in war [Major Factor] High Taxation [Minor Factor] Corruption level [Major Factor] Factors INCREASING happiness: Victory in war [Major Factor] Low Taxation [Minor Factor] At peace [Minor Factor] Not in debt [Minor Factor] Development of the provinces (Includes things like the infrastructure level) [Major Factor] Percentage of assimilated populace [Major Factor] Certain laws or buildings could perhaps affect happiness? Happiness could be expanded and provide a wide variety of bonuses depending on the layer it is at. Layer 1: Discontent This is the bottom layer of the metric. The population is unhappy and dissatisfied, leading to various penalties to the player. Effects could include: High Economic Penalties: Increased building cost. Lower assimilation rate. Increased devastation. ... High Military Penalties: Low morale. Low discipline. Higher upkeep. ... High Income Penalties: Lower income rate from tax and production ... Layer 2: Content This is the second layer and serves as a 'recovery' period from discontent leading up to layers which provide regular bonuses. Effects could include: No Economic Penalties No Military Penalties No Income Penalties Layer 3: Happy This is the third layer. The population is satisfied with their current position and situation, providing handy bonuses to the player. Effects could include: Low Economic Bonuses: Slight decrease in building cost, Slightly faster assimilation rate, Slightly increased research speed ... Low Military Bonuses: Slightly increased morale and discipline ... Low Income Bonuses: Lower interest rate from loans. Slightly increased income from tax and production. ... Layer 4: Euphoric This is the fourth and final layer. The population is highly motivated to serve and improve their nation, providing higher bonuses to the player. Effects could include: High Economic Bonuses: Higher decrease in building cost. Faster assimilation rate. Faster research speed. ... Higher Military Bonuses: High morale and discipline ... Higher Income Bonuses: Significantly lower interest rate, Higher income from tax and production ... Edited June 14, 2024 by qxz Dule22, Iceman, Wayne23lololh and 8 others 10 1 Quote Share this post Link to post Share on other sites More sharing options...
0 Marerjh 284 Posted June 14, 2024 (edited) IMHO revolutionary risk = happiness, just inversed. Increases with high taxes, decreases with low. High value might trigger revolution. Edited June 14, 2024 by Marerjh Quote Share this post Link to post Share on other sites More sharing options...
0 Marerjh 284 Posted June 14, 2024 (edited) In my opinion, "happiness" should be temporary bonus, affecting provinces after you make some positive actions regarding them (festivals, a lot of investments etc...) It will increase tax revenues and decrease revolutionary risk. The mechanic of "happiness" was so strange and simplified in AoH2... What is happiness? How do we objectively calculate happiness of population? Are people in Somalia as happy as people in Germany? Are people in Somalia happier than people in Ukraine? Are people in Ukraine happier than people from Amazon tribes? Why do festivals make them all happy forever? Edit 1. What if there was like a counter which will increase every time you invest in province? And when it reaches maximum value the province will become happy. Counter will slowly increase for all provinces if you set lowest taxes (resulting in triggering happines naturally every ~10 years maybe?), and will decrease with mid/high taxes, so you have to invest in short period of time. If in war, the counter might decrease faster (and don't increase with lowest taxes). Will be cut to 0 if province is captured, or under siege, or borders civilization you declared war on, or affected by disease... It makes "lowest taxes" useful as every 10 years your country will gain huge tax bonus. Also it encourages development of developed provinces. Also this bonus might not be temporary, but always active as long as counter is at max value. So there is a reason to stay on lowest taxes. Edited June 14, 2024 by Marerjh Quote Share this post Link to post Share on other sites More sharing options...
0 Marerjh 284 Posted June 14, 2024 Upd Quote Share this post Link to post Share on other sites More sharing options...
0 Kiwi 150 Posted June 14, 2024 2 hours ago, Łukasz Jakowski said: Não está no jogo no momento, mas talvez você tenha algumas ideias de como funcionaria? O que influencia a felicidade em cada província. I have two methods, the first one (more laborious) is: 1- A large average of the population, for example, in the Province of Campos there are 400,000 people. If you raise taxes, do not invest in the economy, do a lot of recruitment, do not assimilate, and do not make certain desired constructions. But Kiwi, how will I know what the population wants? It’s simple, a random event would occur in that province (they would not ask for military constructions). The population would be divided (e.g., 200,000 people want a Temple and another 200,000 people want a Farm). If you had created a system of Leftist or Rightist population, the same thing would happen with the Leftists wanting more Communist constructions and the Rightists would want more Capitalist constructions, understand? In this way, changing ideology would be much more difficult because if you adopt a Leftist Ideology and the majority of your people are Rightist, a Rebellion would occur and if the Rebellion fails, the Provinces would be disloyal, not paying taxes or selling their resources, and the Player would have to make the population happy. Moreover, if a part of the population of a province is from another country, making a choice completely different from the native provinces of these people would cause unhappiness among the population. 2- Now, much simpler, it would be more similar to AoH2. If you make a choice like raising taxes and not investing in the economy of the Province or not building a certain Construction (besides Religion), the numbers would drop 26 minutes ago, qxz said: Fatores que afetam a felicidade : Fatores que diminuem a felicidade: Ocupação de províncias por exércitos estrangeiros [Fator Principal] Surtos de doenças [fator principal] Na guerra [fator menor] Derrota na guerra [fator principal] Alta Tributação [Fator Menor] Nível de corrupção [fator principal] Fatores que AUMENTAM a felicidade: Vitória na guerra [fator principal] Baixa tributação [fator menor] Em paz [fator menor] Sem dívidas [fator menor] Desenvolvimento das províncias (Inclui coisas como o nível de infra-estrutura) [Fator Principal] Porcentagem da população assimilada [Fator Principal] Certas leis ou edifícios poderiam talvez afetar a felicidade? A felicidade pode ser expandida e fornecer uma grande variedade de bônus dependendo da camada em que se encontra. Camada 1: Descontentamento Esta é a camada inferior da métrica. A população fica infeliz e insatisfeita , acarretando diversas penalidades ao jogador. Os efeitos podem incluir: Altas penalidades econômicas: Aumento do custo de construção. Menor taxa de assimilação. Aumento da devastação. ... Altas penalidades militares: Baixo moral. Baixa disciplina. Maior manutenção. ... Penalidades para altos rendimentos: Taxa de rendimento mais baixa proveniente de impostos e produção ... Camada 2: Conteúdo Esta é a segunda camada e serve como um período de “recuperação” do descontentamento que leva a camadas que fornecem bônus regulares. Os efeitos podem incluir: Sem penalidades econômicas Sem penalidades militares Sem penalidades de renda Camada 3: Feliz Esta é a terceira camada. A população está satisfeita com a sua posição e situação atual, proporcionando bónus úteis ao jogador. Os efeitos podem incluir: Bônus econômicos baixos: Ligeira diminuição no custo de construção, Taxa de assimilação ligeiramente mais rápida, Velocidade de pesquisa ligeiramente aumentada ... Bônus militares baixos: moral e disciplina ligeiramente aumentados ... Bônus de Baixa Renda: Menor taxa de juros de empréstimos. Aumento ligeiro da receita de impostos e produção. ... Camada 4: Eufórico Esta é a quarta e última camada. A população está altamente motivada para servir e melhorar a sua nação , proporcionando bônus maiores ao jogador. Os efeitos podem incluir: Altos bônus econômicos: Maior redução no custo de construção. Taxa de assimilação mais rápida. Velocidade de pesquisa mais rápida. ... Bônus militares mais elevados: moral e disciplina elevados ... Bônus de renda mais elevados: Taxa de juros significativamente mais baixa, Renda mais alta de impostos e produção ... Ok, isso Foi muito detalhado Quote Share this post Link to post Share on other sites More sharing options...
Will there be a metric of 'happiness' of the general population in the game as in the previous game?
Share this post
Link to post
Share on other sites