More realistic happiness system |

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.
Re: More realistic happiness system
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

Re: More realistic happiness system
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.

Re: More realistic happiness system
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"
Re: More realistic happiness system
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

Re: More realistic happiness system
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.
Re: More realistic happiness system
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

Re: More realistic happiness system
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%

Re: More realistic happiness system
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.





Re: More realistic happiness system
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