Editing Happiness and Discontent

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Happiness {{icon| Happiness|12px}} 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 {{icon| Discontent|12px}}, so that changes are always positive numbers: it is either a gain of Happiness {{icon| Happiness|12px}} or a gain of Discontent {{icon| Discontent|12px}}.
Discontent {{icon| Discontent|12px}} is a value tracked independently for each city. Cities gain or lose Discontent {{icon| Discontent|12px}} each year from various sources, and can also experience one-time increases or decreases.


A new city starts with a Discontent Level of 1. When the city accumulates enough Discontent (100 + 10*level) {{icon| Discontent|12px}}, it gains a new Discontent Level. Each Discontent Level increases city Maintenance {{icon| Maintenance|12px}} and reduces Science {{icon| science|12px}} by 5%. It also decreases the opinion of the city's family by 20.
When a city accumulates enough Discontent (100 + 10*level) {{icon| Discontent|12px}}, it gains a Discontent Level. Each level increases city Maintenance {{icon| Maintenance|12px}} and reduces Growth {{icon| Growth|12px}} and Science {{icon| science|12px}} by 5%. It also decreases the opinion of the city's family by 20. When a city loses Discontent {{icon| Discontent|12px}}, its Discontent Level goes down instead (to a minimum of 0).


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 {{icon| Growth|12px}} and reduces city Maintenance {{icon| Maintenance|12px}} by 5% each.
=== Yearly changes to Discontent {{icon| Discontent|12px}} ===
 
[[File:Happiness and Discontent Levels.png|frame|center|Happiness and Discontent Levels]]
 
=== Yearly changes to Happiness {{icon| Happiness|12px}} ===
 
* +2 {{icon| Happiness|12px}} in cities with Cathedral improvement with the Inconography law
 
* +1 {{icon| Happiness|12px}} in the cities of the Cleric family
 
* +2 {{icon| Happiness|12px}} for a governor with the Righteous trait


* +1 {{icon| Happiness|12px}} in all cities for a leader with the Righteous trait
* -3 {{icon| Discontent|12px}} in cities with Cathedral improvement with the Inconography law


* +2 {{icon| Happiness|12px}} for the Hagia Sophia wonder (requires Legendary culture)
* -2 {{icon| Discontent|12px}} in the cities of the Cleric family


* +1 {{icon| Happiness|12px}} for having at least one military unit from the city's family within its borders per wall, moat and tower
* -2 {{icon| Discontent|12px}} for a governor with the Righteous trait


* +1 {{icon| Happiness|12px}} if your state religion is present in the city
* -2 {{icon| Discontent|12px}} in all cities for a leader with the Righteous trait


* +2 / +1 {{icon| Happiness|12px}} per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city
* -2 {{icon| Discontent|12px}} for the Hagia Sophia wonder (requires Legendary culture)


* +2 {{icon| Happiness|12px}} per Luxury sent to the city (+1 if it's a prefered Luxury for this city's family)
* -1 {{icon| Discontent|12px}} for having at least one military unit from the city's family within its borders per wall, moat and tower.


* +2 {{icon| Happiness|12px}} with the Monetary Reform law
* -1 {{icon| Discontent|12px}} if your state religion is present in the city


* +2 {{icon| Happiness|12px}} with the Tolerance law per non-state religion in the city
* -1 {{icon| Discontent|12px}} in the capital per type of Luxury produced anywhere in your empire when not all of it is sent as a gift


* +1 {{icon| Happiness|12px}} for the Archive IV, Forum IV, or Treasury IV one-time projects (require Legendary culture)
* -1 {{icon| Discontent|12px}} with the Tolerance or Monetary Reform laws


* +1 / +2 {{icon| Happiness|12px}} for the Theater / Amphitheater improvements (Tier 2 /3 of the Odeon class improvements)
* -1 {{icon| Discontent|12px}} for the Archive IV, Forum IV, or Treasury IV one-time projects (require Legendary culture)


* +1 / +2 / +3 {{icon| Happiness|12px}} for the Cold / Warm / Heated Baths improvements
* -1 {{icon| Discontent|12px}} for the Colosseum (tier 3 Theater, requires Strong culture) or Heated Baths (tier 3 Bath, requires Legendary culture) improvements


* +1 {{icon| Happiness|12px}} per Luxury sent to the city if your empire contains the Via Recta Souk legendary wonder
* -1 {{icon| Discontent|12px}} per Luxury produced by the city if your empire contains the Grand Bazaar wonder (requires Legendary culture)


* +1 {{icon| Happiness|12px}} if the city is connected to the trade network
* +0.5 {{icon| Discontent|12px}} per missing urban tile; a city ought to have at least 1 urban tile per 2 population (Citizens + Specialists)
 
* Some event options add a Project that affects Happiness yearly
 
=== Yearly changes to Discontent {{icon| Discontent|12px}} ===


* +1 {{icon| Discontent|12px}} with the Slavery law
* +1 {{icon| Discontent|12px}} with the Slavery law
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* +1 {{icon| Discontent|12px}} in all cities for a Leader with the Debauched trait
* +1 {{icon| Discontent|12px}} in all cities for a Leader with the Debauched trait


* +2 / +1 {{icon| Discontent|12px}} per Angry (opinion -100 or lower) / Upset (opinion -1 to -99) religion present in the city
* +1 {{icon| Discontent|12px}} per Upset religion (opinion -1 to -99) present in the city
 
* +2 {{icon| Discontent|12px}} if the city was founded by a different empire.


* +2 {{icon| Discontent|12px}} if the city was founded by a different empire
* +2 {{icon| Discontent|12px}} per Angry religion (opinion -100 or lower) present in the city


* +2 or more {{icon| Discontent|12px}} if the city has lost any amount of HP (caused by enemy attacks, fixable with the Repairs project)
* +4 {{icon| Discontent|12px}} if the city has lost any amount of HP (caused by enemy attacks, fixable with the Repairs project)


* Difficulty modifier, from +3 {{icon| Discontent|12px}} at The Able up to +10 {{icon| Discontent|12px}} at The Great
* Difficulty modifier on high difficulties, from +7 {{icon| Discontent|12px}} at The Able up to +14 {{icon| Discontent|12px}} at The Great.


* Some event options add a Project that affects Discontent {{icon| Discontent|12px}} yearly
* Some event options add a Project that affects Discontent {{icon| Discontent|12px}} yearly in either direction


=== One-time changes to Happiness {{icon| Happiness|12px}} and Discontent {{icon| Discontent|12px}} ===
=== One-time changes to Discontent {{icon| Discontent|12px}} ===


* +20/+40/+60/+80 {{icon| Happiness|12px}} respectively for the repeatable projects Festival I/Festival II/Festival III/Festival IV (requires Weak/Developing/Strong/Legendary culture)
* -20/-40/-60/-80 {{icon| Discontent|12px}} respectively for the repeatable projects Festival I/Festival II/Festival III/Festival IV (requires Weak/Developing/Strong/Legendary culture)


* +10 {{icon| Discontent|12px}} each time a city is attacked
* +10 {{icon| Discontent|12px}} each time a city is attacked
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* +??? {{icon| Discontent|12px}} for hurrying production, depending on the amount hurried [NEED EXACT VALUES], if you don't have the Monetary Reform law
* +??? {{icon| Discontent|12px}} for hurrying production, depending on the amount hurried [NEED EXACT VALUES], if you don't have the Monetary Reform law


* Some event options add Happiness {{icon| Happiness|12px}} or Discontent {{icon| Discontent|12px}}
* Some event options add or subtract Discontent {{icon| Discontent|12px}}


* Some event options directly increase Happiness or Discontent Level
* Some event options directly increase or decrease Discontent Level

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