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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

More realistic happiness system

Thy Reaper's picture
Submitted by Thy Reaper on Wed, 2007-11-21 13:30. SE:V MODs

I've been wanting to add a layer of difficulty in keeping planets at the Jubilant levels. As it stands now, planets either reach that level almost instantly, or will perpetually drop into riots. This makes very little sense.

While reading some posts concerning the external events script, I noticed it is possible to modify planet happiness at that stage. With this ability, I request someone work out how to apply a 'restoring force' to the happiness system. Here is the almost-pseudocode to do this:

Sys_Change_Planet_Population_Happiness(planet_id,(50 - Sys_Get_Planet_Happiness(planet_id)) / 10)

This should change the happiness such that it moves 10% of the distance to the halfway point per turn. Hopefully this would make it much harder to keep your planets jubilant without much, if any, work, and also prevent the issue that came up in Balance Mod recently where the stricter happiness settings caused mass riots for some players.

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Psieye's picture

Re: More realistic happiness system

Submitted by Psieye on Wed, 2007-11-21 15:01.

Mmm yes, certainly that would be more realistic. I guess the 'work' to keep them happy would be in the form of having a ton of troops and ships on that planet.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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BlueTemplar's picture

Re: More realistic happiness system

Submitted by BlueTemplar on Wed, 2007-11-21 15:18.

If only overpopulation would generate unhappiness!


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Mod Designer

Re: More realistic happiness system

Submitted by Gideon on Wed, 2007-11-21 18:04.

Hmmm...

I may have to "borrow" this for my mod, or use it as the basis for some other system. Is that alright?

It would make the happyness perks/drawbacks have more meaning, at least.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Thy Reaper's picture
Mod Designer

Re: More realistic happiness system

Submitted by Thy Reaper on Wed, 2007-11-21 19:59.

Certainly, use it. I put the suggestion forth in hopes that as many mods use it as feel it's appropriate.

Also, you should be able to get the planet population to decrease happiness the same way. I don't have access to the scripting docs, but I bet there are population count related functions.

-----
A project a day keeps the deadline away.

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Captain Kwok's picture
Mod Designer

Re: More realistic happiness system

Submitted by Captain Kwok on Wed, 2007-11-21 23:12.

It's more or less all possible, but I'm not sure if the events scripts runs before or after the happiness calculations. Not sure what effects that might have.


Space Empires Depot | SE:V Balance Mod

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bearclaw's picture
Mod Designer

Re: More realistic happiness system

Submitted by bearclaw on Thu, 2007-11-22 12:15.

Hey CK, here's a happiness question for you that might be relevant:
Do you know if SEV treats happiness the same as in SEIV in that the game will apply the 'best' happiness modifier to the planets in a system? or does it take all the various happiness modifiers and add (or subtract) them to get a total modifier?

If it uses the total, that opens all sorts of ideas regarding managable happiness.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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Mod Designer

Re: More realistic happiness system

Submitted by Gideon on Fri, 2007-11-23 16:08.

Captain Kwok wrote:
It's more or less all possible, but I'm not sure if the events scripts runs before or after the happiness calculations. Not sure what effects that might have.

On this subject:

Could you store the planet's happyness from a previous round in a datafile, then use that and its happyness this round to create an average growth (or reduction) rate and apply that as a control for the speed of happyness change?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Captain Kwok's picture
Mod Designer

Re: More realistic happiness system

Submitted by Captain Kwok on Fri, 2007-11-23 19:59.

I'm not sure what the point would be then. You can do this already with the maximum positive/negative anger chance value in the happiness.txt file.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: More realistic happiness system

Submitted by Gideon on Fri, 2007-11-23 20:54.

Captain Kwok wrote:
I'm not sure what the point would be then. You can do this already with the maximum positive/negative anger chance value in the happiness.txt file.

Wait, the what in the where? I'm gonna go look that up.

Ahhh, I see. I was under the impression that the happyness.txt file didn't do much of anything.

Cool.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Thy Reaper's picture
Mod Designer

Re: More realistic happiness system

Submitted by Thy Reaper on Sat, 2007-11-24 13:01.

I'm not sure why it matters whether the change happens before or after the game's calculations. Of course you could get times where the change is greater than the maximum in the file, but does it matter much?

-----
A project a day keeps the deadline away.

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Draco18s's picture

Re: More realistic happiness system

Submitted by Draco18s on Sat, 2007-11-24 22:36.

It would if the change happens after an event, such as Intel that smashes the happyness of the planet. It shouldn't rise 10% the same turn, it should move 10%, then get smashed, then the next turn rise 10%

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Thy Reaper's picture
Mod Designer

Re: More realistic happiness system

Submitted by Thy Reaper on Sun, 2007-11-25 02:21.

The maximal change is +/- 5% with the above code, and that's only when you're at an extreme.

Let's say that a planet is at 100% happiness, and an intelligence project strikes that causes -10% happiness.

If my code happens first, the result is 100% - 5% - 10% = 85%.
If my code happens second, the result is 100% - 10% - 4.5% = 85.5%.

This is at at extreme, also. My code would tend to hold things around 75% if the average net change from happiness is 2.5%, and so the difference would be only .25%. That seems too minor to be a concern in practice.

-----
A project a day keeps the deadline away.

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Draco18s's picture

Re: More realistic happiness system

Submitted by Draco18s on Sun, 2007-11-25 09:43.

I thought happyness went up to 150%?
Remember seeing another thread about the fact that the variable on happyness went from 0.0 to 1.5 and that intel did up to 10 damage to that.

Which may have meant 0 to 150% and does 10% damage.

If so, then yes, your code is minor.

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