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Posted: Wed Nov 15, 2006 7:56 pm Post subject: Happiness problems
I have been playing this mod for several days and have run into a problem. I have played SEIV for many years, and feel that I am very familiar with the game. However, with the adamant mod, I just can't make my population happy no matter what I do.
Therefore, I took a look at the data files, and I think I have noticed some errors. In the facilities.txt file, facilities that make populations angry modify planet population happiness levels with positive numbers (ie angry by 2% = +2) which I believe is correct. The problems occur with facilities that are supposed to increase happiness. Some facilities modify planet happiness levels with positive numbers whereas some other facilities modify planet happiness by negative numbers. Shouldn't facilities that increase happiness modify planet happiness levels with negative numbers? At the very least, shouldn't there be some consistency amongst the facilities that increase happiness (ie either all modify by negative numbers or all by positive numbers)? Thanks for clarifying this issue. Back to top
The two happiness abilities function differently, sadly. First, note that the game does not store a "happiness" value, but rather an "anger" value that ranges from 0 to 100. 0 is jubilation happiness, 100 is rioting. Thus, something that increases anger lowers happiness (mood) levels.
"Planet - Change Population Happiness" uses positive numbers to increase anger, negative numbers to decrease it. It works just like the Happiness.txt file. For example, look at:
Enemy Troops on Planet := 200
Invading troops on a planet make the population very angry, very quickly.
Mineral Miners also have a positive value, so that they will increase anger, thus contributing to declining happiness (mood).
"Change Population Happiness - System" uses positive numbers to decrease anger, but ignores negative numbers. It is actually backwards from all other anger-affecting values. I have no idea why Aaron decided to invert the system happiness ability, but not the planetary one (which is not even used in the stock game).
=0=
In Adamant 0.16, you need to balance production facilities with planetary happiness facilities (which are available from the start). With Entertainment Network I, you need to build one for every 4 mineral miners. The ratio goes down with higher levels of happiness techs, up to the Ent. Net. V with a -10 anger modifier. Smarter than your average Texrak. Back to top
Thanks for the input. I was able to modify the facilities.txt file so that the the Entertainment Network facility (which has a planetary happiness modifier) now modified planetary happiness with a negative number (was positive in original file). All of my planets became jubiliant within a couple of turns. Back to top
I am playing 16.01 with a standard physical race. I wanted to make my experience as similiar to the standard game as possible until I got a feel for the modifications. I am sorry, but I didn't track my changes so I can't be sure what lines I changed, but I changed the entertainment networks associated with my style of race. Back to top
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