_1. Mod version (i.e Date - 4/23): 7/15
_2. Mod list (if using Vox Populi only, leave blank):VP+Flag Promotions+3&4UC for VP
_3. Error description: Buildings like library, circus, university etc provide only a fraction of needs reduction showed by their description (more like 5% instead of 50% in case of university). Very hard to keep up with happiness, especially as India
_4. Steps to reproduce (optional): See save, screenshots
needs.zip
Supporting information:
Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.
Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):
Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):
CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):
Screenshots (optional):
The % modifier is a modifier to the algorithm, not a flat % modifier. It鈥檚 working as designed.
Fair enough. Maybe it is worth changing the tooltip a bit then, it may be a bit misleading for new people?
The tooltip already addresses this. When you hover over a building that reduce its need it will show you the now need and after need.
I know. As per screenshot, my point is that having "culture need decreased by 25%" directly followed by "old need 1.21 , new need 1.19" is not exactly intuitive for someone who doesn't know exact formula sitting behind the numbers.

I would suggest replacing the values with "slitly reduce / reduce / greatly reduce". Having values without having the formula is misleading.
Alternatively, if the formula is simple enough, adding it to the civilopedia would be an idea.
We could also remove the "%" so that people don't understand it as a % reduction of needs.
To be fair, the player doesn't need to know the formula behind the calculation, only the end result.
Not to mention the value serves as a tool of estimation among modmods and help mod modder understand the impact of the unhappiness reduction. The formula behind the calculation as far as I remembered was
And that's the formula. Where does the reduction come into effect? Into the bolded text. Now how do these bonuses stack? I would assume multiplicatively, but I could be wrong since this information was gathered years ago.
Most helpful comment
I would suggest replacing the values with "slitly reduce / reduce / greatly reduce". Having values without having the formula is misleading.
Alternatively, if the formula is simple enough, adding it to the civilopedia would be an idea.
We could also remove the "%" so that people don't understand it as a % reduction of needs.