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How happiness works? (answer is here)
I made a test. My empire was alone in the system, and it's happiness type was peaceful and modifer 100%. I did nothing but clicked end turn. At first my people was happy, but at turn three they became indifferent. I went to the turn 30 and they still were indifferent.
Natural Decrease := -20 30 - 44 Indifferent 100% 15 - 29 Happy 120% So why my people became angrier though they should be happier? Btw, does anybody know how the happiness affects reproduction? [ February 15, 2003, 23:02: Message edited by: asmala ] |
Re: How happiness works? (answer is here)
IIRC, natural decrease moves your mood towards indifferent.
So if your people are rioting, and there are no modifiers making them angry, they will eventually get bored and go back to work. If they are super-happy, with no modifiers making htem happier, they will eventually settle back into the drudgery of day to day work. The natural decrease for other races is of the opposite sign, so if they are happy, they get happier, and if they are angry, they get angrier. |
Re: How happiness works? (answer is here)
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If my planet is jubiliant and I have ten troops there then its mood doesn't change, right? How much Urban Pacification Center affects? There is only 1, 2 and 3 at ability value in facility.txt. That can't mean # points decrease which almost same than troop has. |
Re: How happiness works? (answer is here)
The happiness file alters Anger levels, not Happiness levels. The Happiness level is a result of the anger level. Check SE4 Modding 101 Tutorial (linked in my sig) for lots of info on the happiness file. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: How happiness works? (answer is here)
to get happiness you must take valium or prozac... oh you mean SEIV
heh, n/m |
Re: How happiness works? (answer is here)
I made lots of experiments and found how the happiness works. I don't know if this is already known but nobody answered to my question so I assume this is new information. Therefore I'll post this to Newbie FAQ too.
First, every new colonization (including homeworld) has 25% angry people, and that means the happiness level is Happy. In every turn all positive and negative events are add up, round down and then added to angry level. Every +5% in Happiness causes -0,1% and every -5% in Happiness causes 0,1% change in anger level. For example if you have +20% Happiness bonus, it's like you have two troops on your every planet. I also noticed that homeworlds doesn't riot. Some comments would be nice. Although this looks very simple it took very long time for me to solve it. |
Re: How happiness works? (answer is here)
Max Positive Anger Change := 200
This is the maximum amount that the anger level of a planet can change in a positive direction in 1 turn. Max Negative Anger Change := -200 This is the maximum amount that the anger level of a planet can change in a negative direction in 1 turn. That is copied from SE4 Modding 101 Tutorial and now I have a question (again http://forum.shrapnelgames.com/images/icons/icon7.gif ). I changed the following in the happiness.txt Our Troops on Planet := 100 Our Ship in Sector := -3000 The planet was first jubiliant. I built there one turn's worth troops and it started rioting immediately. Then I built one ship, and the planet became jubliant again in one turn. So how that max anger change actually works? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: How happiness works? (answer is here)
max positive anger change means MORE anger. Putting "Our Troops on Planet := 100" told the game to have your people get real pissed off if you have your troops on your planet. Not sure how the max anger was bypassed, but one turn worth of troops is how many? 10? 18? 6?
From what I know, a planet will not go from riot to jubilant in one turn. I am sure the more proficent modders will be able to answer that better. |
Re: How happiness works? (answer is here)
First off, I notice that I have 2 typoes in the modding tutorial. http://forum.shrapnelgames.com/images/icons/icon9.gif
"Our Ship in Sector" and "Our Ship in System" have this in their descriptions: "This value supercedes the Enemy Ship in System value." and they should not have that. I will fix it later when I get back home (in a few days http://forum.shrapnelgames.com/images/icons/icon7.gif ). Now to your question: My guess would be that se4 does not take the max change per turn values in absolute when dealing with such large numbers for anger modifiers (such as -3000, or 100 for each troop). If you can, run this same test on an older Version of SE4, to see if it was always like this, or if this is a recent change in the latest patch (could be a new bug or something). |
Re: How happiness works? (answer is here)
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Re: How happiness works? (answer is here)
I run it on Version 1.67 with the same result. First I built one ship (do you know that ships are in sector OR in system, you don't get double bonus) and the planet went jubiliant. Then I built 32 troops and after the troops were ready the planet went to the angry (it was homeplanet and they don't riot).
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Re: How happiness works? (answer is here)
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[ February 16, 2003, 00:03: Message edited by: Imperator Fyron ] |
Re: How happiness works? (answer is here)
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Re: How happiness works? (answer is here)
From Asmala:
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Perhaps I am reading you wrong; my experience says its better than this. |
Re: How happiness works? (answer is here)
Taking 110% in happiness gets your homeworld (that is doing nothing each turn, just sitting there to eliminate other variables in the calculations) to become jubilant in under 10 turns (I forget exactly how long). Leaving it at 100% causes the HW to become indifferent in about a year. So, the happiness trait gives more of a bonus than Asmala's numbers would indicate.
[ February 16, 2003, 01:51: Message edited by: Imperator Fyron ] |
Re: How happiness works? (answer is here)
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I noticed that people become indifferent even if you have 150% in happiness, but then at next turn they became happy, then indifferent, then happy etc. That happens because when the people are indifferent there is no natural decrease so what is left is -1% by race bonus. |
Re: How happiness works? (answer is here)
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Perhaps I am reading you wrong; my experience says its better than this.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">You're reading perfectly right and I agree, the ratio is very low. You can test it: even if you have 150% in happiness you're own people still become indifferent. I made another test with 250% in happiness. The result was that my people became jubiliant in 11 turns. 2% (natural decrease) - 3% (race bonus) = -1%. 11 turns -> 25% - 11 * 1 = 14 -> jubiliant. |
Re: How happiness works? (answer is here)
I did some testing myself and came up with substantially the same results as Asmala. Using v.1.84 and keeping all factors default except happiness here is what happened.
Happiness setting_________Drop to indifferent date 100%___________________2400.3 105%___________________2400.5 110%___________________2400.5 115%___________________2400.5 120%___________________2400.5 125%___________________2400.5 150%___________________2400.5 using v.1.78 110%___________________2400.5 It looks like this Asmala is right, and this is the way its always been, yet it does seem to make a difference in the game. Seems awfully wimpy but it does work when combined with all other factors. Remember, this small bonus/penalty acts each and every turn. |
Re: How happiness works? (answer is here)
I'd just like to say that this thread makes me feel very buddhist. How does Happiness work?... http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: How happiness works? (answer is here)
I don't think this is how it always worked...
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