The title pretty much says it all. Unhappy pops are just as productive as happy pops, all that matters now is approval rating.
This seems... odd, especially given that it didn't work this way before.
It made sense that an unhappy pop would be less productive than a happy pop, because they're burned out, less motivated, just going through the motions, and so on, and losing that effect from the game seems like a step backwards.
Stability does not fully replace this system, because there's only one stability rating for the entire planet; it doesn't care if all of the miner pops are at 0% happiness and all of the technician pops are at 100% happiness or if it's the other way around, or if they're both 50%, or whatever.
Was there a good reason for this change, or did it just get lost in the transition?
This seems... odd, especially given that it didn't work this way before.
It made sense that an unhappy pop would be less productive than a happy pop, because they're burned out, less motivated, just going through the motions, and so on, and losing that effect from the game seems like a step backwards.
Stability does not fully replace this system, because there's only one stability rating for the entire planet; it doesn't care if all of the miner pops are at 0% happiness and all of the technician pops are at 100% happiness or if it's the other way around, or if they're both 50%, or whatever.
Was there a good reason for this change, or did it just get lost in the transition?