Happiness and Discontent
Happiness is a value tracked independently for each city. Cities gain or lose Happiness each year from various sources, and can also experience one-time increases or decreases. A lose of Happiness is called Discontent
, so that changes are always positive numbers: it is either a gain of Happiness
or a gain of Discontent
.
A new city starts with a Discontent Level of 1. When the city accumulates enough Discontent (100 + 10*level) , it gains a new Discontent Level. Each Discontent Level increases city Maintenance
and reduces Science
by 5%. It also decreases the opinion of the city's family by 20.
When the city starts to gain Happiness instead, its Discontent Level goes down, eventually becoming a Happiness Level starting at level 1 and growing at the same rate as for Discontent Levels (100 + 10*level). Happiness Levels increase city Growth and reduces city Maintenance
by 5% each.
Yearly changes to Happiness
[edit]
- +1
for having at least one military unit from the city's family within its borders per wall, moat and tower
- +2 / +1
per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city
- Some event options add a Project that affects Happiness yearly
Yearly changes to Discontent
[edit]
- +2 or more
if the city has lost any amount of HP (caused by enemy attacks, fixable with the Repairs project)
One-time changes to Happiness
and Discontent
[edit]
- +20/+40/+60/+80
respectively for the repeatable projects Festival I/Festival II/Festival III/Festival IV (requires Weak/Developing/Strong/Legendary culture)
- +???
for hurrying production, depending on the amount hurried [NEED EXACT VALUES], if you don't have the Monetary Reform law
- Some event options directly increase Happiness or Discontent Level