... I used to think making people happy made them work faster, now I know better. The more things there are for them to do (church, clinic, entertainment, etc.) the longer they spend walking around. Travel time is the worst destroyer of productivity. Just watch how long it takes them to walk! Nowadays, when I want to make them happy, I try to keep things efficient by putting things close by. So that church only has one visitor and the pub is losing money every month, I more than make up for it in increased worker efficiency. ...
... I tend to follow the repressive route, deny every election and provide little by the way of services.
An island of 750 usually has 2 hospitals, I cathedral and 1 church, plus a variety of low-grade entertainment.
Housing is either Tenements, or for the rich, Apartments.
Well, when it comes to ruling this kind of island successfully (i.e staying in power) there are only a few key factors which will drive your game. ...
It is very interesting to me that the perceptive and practicing players who posted here seem to have been completely oblivious to the fact that the so-called "services" were actually needs
with meters the same as the "life & death" meters for food and rest. It appears that they never consulted the information panel or thoughts panel with any curiosity about how the "services" meters were recharged without adequate building slots to provide "normal" recharge.
Now we know about the "default" algorithms with their serious penalities. Those penalities were noted by the players as stupid errors in the code of the game engine -- idiot developers, eh?