An Answer
to the players who
consider the religious "need" to
be something they can ignore.
This seems like an appropriate thread to take up with a renewed discussion of the issues with considerations of some of the newer information we have.
BTW, ..., the values I took for people needing access every year, two years, four years, and eight years: I took those values from a game on moderate difficulty (both political and economic). I haven't done testing on other difficulty settings, though they seem like pretty round numbers and I'd be surprised if they were any different. ...
I suspect that there may be a difference based on a change in the tilt of the straight line progression which defines diffculty levels; in this case, the political slider.
I certainly respect MrManganese's observations. However, I am sad that he did not correlate faction support levels with the happiness factor shown on that panel for each individual.
The
Understanding Your Citizens display has seven panels. Three are (IMHO) critical to evaluating this painfully gathered observational data. The
'Overall' panel contains the meters which show the five basic
needs (which some folks prefer to call needs and desires). We know that these meters exhaust themselves at different rates for different individuals according to a complex set of algorithm variables. The
'Happiness' panel contains eleven meters of a different type. These meters show the individual's current level of satisfaction for the ten factors which provide the weighted data averaged to show an 'overall' level used to derive an average for the entire population. The
weighted part is very important. Not all citizens have an equal attitude about each factor. The difference in attitudes is shown by the coloration of the label for each of the ten factors; the brighter ones have the weight. There is some deductive evidence that the weighted happiness factors as directly related to the needs meters cause them to exhaust at different rates. The
'Political' panel shows the individual's level of positive support for the political factions. While these levels do indicate some things about how the individual performs in some action algorithms -- such as job selection -- there is no deductive evidence that they have any causal effect on the exhaustion rates of the needs meters.
Therefore, I have to draw different conclusions from MrManganese's observations data.
I believe that there may be four (or five with the fifth being nul) levels of importance assigned to each of the ten 'happiness' factors, and probably they are not easy to see. Besides, no one has really looked and reported with any care about this distribution. Do you suppose that the developers constructed a matrix for the random assignment of the weights so that needs and non-needs would always be equally "hit?"
Based on MrManganese's reported data about the exhaustion of the "Religious Needs Meter," I opine that the three service needs meters
hit the red-line within the parameters of:
- The Elapse of twelve months
- The Elapse of 24 months
- The Elapse of 48 months
- The Elapse of 96 months
I have to be suspicious of the fourth, long period. It is a bit too linked with the preconceived notion of a faction die hard, strong, support and 'detractor' distribution.
In any case, the player can assume that not every citizen will look for a religious building to visit on the same schedule. But he should not assume that the citizen's faction support is a stronger indicator than the "highlight" on the happiness panel.