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qxz

Happiness Metric?

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Posted (edited)

IMHO revolutionary risk = happiness, just inversed. Increases with high taxes, decreases with low. High value might trigger revolution. 

Edited by Marerjh

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Posted (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 by Marerjh

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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 

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