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 | 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 | 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 | 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. | ||
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 | ||
* + | * +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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=== Yearly changes to Discontent {{icon| Discontent|12px}} === | === Yearly changes to Discontent {{icon| Discontent|12px}} === | ||
* | * -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 | ||
* | * -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 {{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) | ||
* Difficulty modifier, from | * 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 | ||
* | * -??? {{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 |