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}}.
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}}.


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.
A new city starts with a Happiness Level of 0 and a half-filled bar (50/100). It usually loses Happiness each turn based on the Difficulty setting and other modifiers, decreasing this bar (with the change indicated in lighter purple).


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.
When the Happiness bar empties (0/100), the city gains its first Discontent Level {{icon| Discontent|12px}} with a nearly full bar (/110) which will continue to decrease while the Happiness is negative. Each time a city loses enough Happiness (100 + 10*level), it gains a Discontent Level {{icon| Discontent|12px}}. 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.


[[File:Happiness and Discontent Levels.png|frame|center|Happiness and Discontent Levels]]
When the city starts to gain Happiness instead, the Happiness bar increases (with the change indicated in darker purple) and its Discontent Level goes down until being again a Happiness Level 0, then gaining Happiness Levels at the same rate as for Discontent Levels (100 + 10*level). Happiness Levels increases city Growth {{icon| Growth|12px}} and reduces city Maintenance {{icon| Maintenance|12px}} by 5%.
 
A positive change of Happiness is indicated as positive Happiness (e.g. +60 {{icon| Happiness|12px}}) while a negative change of Happiness is indicated as negative Discontent (e.g. -10 {{icon| Discontent|12px}}).


=== Yearly changes to Happiness {{icon| Happiness|12px}} ===
=== Yearly changes to Happiness {{icon| Happiness|12px}} ===
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* +2 {{icon| Happiness|12px}} in cities with Cathedral improvement with the Inconography law
* +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}} in the cities of the Cleric family


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


* +2 / +1 {{icon| Happiness|12px}} per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city
* +2 / +1 {{icon| Discontent|12px}} per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city


* +2 {{icon| Happiness|12px}} per Luxury sent to the city (+1 if it's a prefered Luxury for this city's family)
* +2 {{icon| Happiness|12px}} per Luxury sent to the city (+1 if it's a prefered Luxury for this city's family)
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* +1 {{icon| Happiness|12px}} per Luxury sent to the city if your empire contains the Via Recta Souk legendary wonder
* +1 {{icon| Happiness|12px}} per Luxury sent to the city if your empire contains the Via Recta Souk legendary wonder


* +1 {{icon| Happiness|12px}} if the city is connected to the trade network
* +1 {{icon| Discontent|12px}} if the city is connected to the trade network


* Some event options add a Project that affects Happiness yearly
* Some event options add a Project that affects Happiness yearly
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=== Yearly changes to Discontent {{icon| Discontent|12px}} ===
=== Yearly changes to Discontent {{icon| Discontent|12px}} ===


* +1 {{icon| Discontent|12px}} with the Slavery law
* -1 {{icon| Discontent|12px}} per missing urban tile; a city ought to have at least 1 urban tile per Citizens
 
* -1 {{icon| Discontent|12px}} with the Slavery law


* +2 {{icon| Discontent|12px}} for a governor with the Debauched trait
* -2 {{icon| Discontent|12px}} for a governor with the Debauched trait


* +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
* -2 / -1 {{icon| Discontent|12px}} per Angry (opinion -100 or lower) / Upset (opinion -1 to -99) religion 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 or more {{icon| Discontent|12px}} if the city has lost any amount of HP (caused by enemy attacks, fixable with the Repairs project)
* -2 or more {{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, from -3 {{icon| Discontent|12px}} at The Able up to -10 {{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
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* +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| Happiness|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


* +??? {{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 Happiness {{icon| Happiness|12px}} (with a positive value) or Discontent {{icon| Discontent|12px}} (with a negative value)


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

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