Civilization IV/Gameplay: Difference between revisions

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===Citizen happiness===
===Citizen happiness===
For your cities to be productive, their citizens must be kept content. If the number of unhappy people exceeds the number of happy people in a city, the city will fall into civil disorder. Content citizens and specialists do not enter the equation. When a city is in civil disorder, ''no'' goods are produced other than food. (In some games, rush-building during disorder is impossible, as well.) Some Civ games have nuclear power plants or other improvements that are dangerous to have in a city under civil disorder. Also, some Civ games have forms of government that cannot handle prolonged civil disorder (usually Democracy).
For your cities to be productive, their citizens must be kept content. There are generally four degrees of happiness in a ''Civ'' game. From most happy to least happy, they are:
 
There are four degrees of happiness, from most happy to least happy:
* Happy
* Happy
* Content (normal)
* Content (normal)
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* Angry
* Angry


Specialists, such as entertainers, are always considered content. Angry citizens usually appear only after capturing an enemy city: they're loyal to their empire, not yours. SMAC does not have angry citizens, having Drones (unhappy citizens) serve both roles.
Unhappy citizens are created from numerous sources.  One of the most common is unhappiness due to overpopulation, in which new citizens from city growth are created unhappy.  This is generally dependent of the difficulty setting in a game, with the highest difficulty level having its second and subsequent citizens in a city born unhappy.  Other sources of unhappiness in many ''Civ'' games include having military units in the field, drafting citizens, or war weariness.
 
If the number of unhappy people exceeds the number of happy people in a city, the city will fall into ''civil disorder''. Content citizens and specialists do not enter the equation. When a city is in civil disorder, no goods are produced other than food. In some games, you cannot rush-build during disorder as well.  In many games, there are city improvements that are dangerous to have in a city under civil disorder, such as nuclear power plants and their risks of meltdown.  Prolonged civil disorder in a city, or multiple cities under civil order, may lead the citizens to destroying certain city improvements (but never wonders), or, in the worst case, revolt, sending your government to anarchy.  This is especially true of representative governments such as Democracy in many ''Civ'' games, where having two cities in civil disorder, or one city for more than one turn, will lead to a revolution.
 
A city may also turn some or all of its citizens to ''specialists''.  In some games, this ability is restricted to cities above a certain size.  Specialists are always considered content, and do not work a tile in the city radius, but instead produce other effects.  Many ''Civ'' games have at least three kinds of specialists: ''taxmen'', which create additional gold for a player's treasury; ''scientists'', which contribute to research; and ''entertainers'', which create luxuries that can content unhappy citizens or turn content citizens happy.
 
Angry citizens usually appear only after capturing an enemy city, being loyal to their mother country. Angry citizens refuse to work for the new regime, and thus do not contribute anything to the city, and cannot be converted to a specialist, and in some games, rush-building is impossible while an angry citizen exists.  Many strategies of dealing with angry citizens include starvation and the garrisoning of strong defensive troops. ''Sid Meier's Alpha Centauri'' does not have angry citizens, having Drones (unhappy citizens) serve both roles.
 
In many games, there is an additional incentive for having happy citizens, as, with the exception of angry citizens, there is no production bonus or penalty associated with the mood of a citizen and its association with the tile they work on.  This incentive is called ''"We Love the King Day"'' (although in many cases "King" is substituted for a better title).  This occurs when there are no angry or unhappy citizens, the number of happy citizens exceed that of content citizens, and the city is growing.  "We Love the King Day" generally brings reduced corruption and waste to a city, and may bring forth additional production through production bonuses or the elimination of production penalties, depending on the type of government. In some games, and under representative governments, a city may even spontaneously grow in size.  In a histographic game, happy citizens contribute more to the score than content citizens.


==Research==
==Research==
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