Difference between revisions of "Happiness and Discontent"

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m (Evolena moved page Discontent to Happiness and Discontent: Update #105 v1.0.65497 - Added Happiness)
(Renaming with Update #105 v1.0.65497 - Added Happiness)
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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.
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}}.


When a city accumulates enough Discontent (100 + 10*level) {{icon| Discontent|12px}}, it gains a Discontent Level. Each positive 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 loses Discontent {{icon| Discontent|12px}}, its Discontent Level goes down instead. Negative Discontent Levels increases city Growth {{icon| Growth|12px}} and reduces city Maintenance {{icon| Maintenance|12px}} by 5%.
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).


=== Yearly changes to Discontent {{icon| Discontent|12px}} ===
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}} ===
 
* +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
 
* +1 {{icon| Happiness|12px}} in all cities for a leader with the Righteous trait
 
* +2 {{icon| Happiness|12px}} for the Hagia Sophia wonder (requires Legendary culture)


* -3 {{icon| Discontent|12px}} in cities with Cathedral improvement with the Inconography law
* +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}} in the cities of the Cleric family
* +1 {{icon| Happiness|12px}} if your state religion is present in the city


* -2 {{icon| Discontent|12px}} for a governor with the Righteous trait
* +2 / +1 {{icon| Discontent|12px}} per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city


* -2 {{icon| Discontent|12px}} in all cities for a leader with the Righteous trait
* +2 {{icon| Happiness|12px}} per Luxury sent to the city (+1 if it's a prefered Luxury for this city's family)


* -2 {{icon| Discontent|12px}} for the Hagia Sophia wonder (requires Legendary culture)
* +2 {{icon| Happiness|12px}} with the Monetary Reform law


* -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 Tolerance law per non-state religion in the city


* -1 {{icon| Discontent|12px}} if your state religion is present in the city
* +1 {{icon| Happiness|12px}} for the Archive IV, Forum IV, or Treasury IV one-time projects (require Legendary culture)


* -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 / +2 {{icon| Happiness|12px}} for the Theater / Amphitheater improvements (Tier 2 /3 of the Odeon class improvements)


* -1 {{icon| Discontent|12px}} with the Tolerance or Monetary Reform laws
* +1 / +2 / +3 {{icon| Happiness|12px}} for the Cold / Warm / Heated Baths improvements


* -1 {{icon| Discontent|12px}} for the Archive IV, Forum IV, or Treasury IV one-time projects (require Legendary culture)
* +1 {{icon| Happiness|12px}} per Luxury sent to the city if your empire contains the Via Recta Souk legendary wonder


* -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| Discontent|12px}} if the city is connected to the trade network


* -1 {{icon| Discontent|12px}} per Luxury produced by the city if your empire contains the Grand Bazaar wonder (requires Legendary culture)
* Some event options add a Project that affects Happiness yearly


* +0.5 {{icon| Discontent|12px}} per missing urban tile; a city ought to have at least 1 urban tile per 2 population (Citizens + Specialists)
=== 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


* +2 {{icon| Discontent|12px}} for a governor with the Debauched trait
* -1 {{icon| Discontent|12px}} with the Slavery law


* +1 {{icon| Discontent|12px}} in all cities for a Leader with the Debauched trait
* -2 {{icon| Discontent|12px}} for a governor with the Debauched trait


* +1 {{icon| Discontent|12px}} per Upset religion (opinion -1 to -99) present in the city
* -1 {{icon| Discontent|12px}} in all cities for a Leader with the Debauched trait


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


* +4 {{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 on high difficulties, 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 in either direction
* Some event options add a Project that affects Discontent {{icon| Discontent|12px}} yearly


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


* -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)
* +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 or subtract 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 or decrease Discontent Level
* Some event options directly increase or decrease Happiness or Discontent Level

Revision as of 11:10, 22 February 2023

Happiness Happiness.png 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 Discontent.png.

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 Happiness bar empties (0/100), the city gains its first Discontent Level Discontent.png 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 Discontent.png. Each Discontent Level increases city Maintenance Maintenance.png and reduces Science Science.png 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 Growth.png and reduces city Maintenance Maintenance.png by 5%.

A positive change of Happiness is indicated as positive Happiness (e.g. +60 Happiness.png) while a negative change of Happiness is indicated as negative Discontent (e.g. -10 Discontent.png).

Yearly changes to Happiness Happiness.png

  • +2 Happiness.png in cities with Cathedral improvement with the Inconography law
  • +2 Happiness.png in the cities of the Cleric family
  • +2 Happiness.png for a governor with the Righteous trait
  • +1 Happiness.png in all cities for a leader with the Righteous trait
  • +2 Happiness.png for the Hagia Sophia wonder (requires Legendary culture)
  • +1 Happiness.png for having at least one military unit from the city's family within its borders per wall, moat and tower
  • +1 Happiness.png if your state religion is present in the city
  • +2 / +1 Discontent.png per Pleased (opinion 100 to 199) / Friendly (opinion 200 or higher) religion present in the city
  • +2 Happiness.png per Luxury sent to the city (+1 if it's a prefered Luxury for this city's family)
  • +2 Happiness.png with the Monetary Reform law
  • +2 Happiness.png with the Tolerance law per non-state religion in the city
  • +1 Happiness.png for the Archive IV, Forum IV, or Treasury IV one-time projects (require Legendary culture)
  • +1 / +2 Happiness.png for the Theater / Amphitheater improvements (Tier 2 /3 of the Odeon class improvements)
  • +1 / +2 / +3 Happiness.png for the Cold / Warm / Heated Baths improvements
  • +1 Happiness.png per Luxury sent to the city if your empire contains the Via Recta Souk legendary wonder
  • +1 Discontent.png if the city is connected to the trade network
  • Some event options add a Project that affects Happiness yearly

Yearly changes to Discontent Discontent.png

  • -1 Discontent.png per missing urban tile; a city ought to have at least 1 urban tile per Citizens
  • -1 Discontent.png with the Slavery law
  • -2 Discontent.png for a governor with the Debauched trait
  • -1 Discontent.png in all cities for a Leader with the Debauched trait
  • -2 / -1 Discontent.png per Angry (opinion -100 or lower) / Upset (opinion -1 to -99) religion present in the city
  • -2 Discontent.png if the city was founded by a different empire
  • -2 or more Discontent.png if the city has lost any amount of HP (caused by enemy attacks, fixable with the Repairs project)
  • Difficulty modifier, from -3 Discontent.png at The Able up to -10 Discontent.png at The Great
  • Some event options add a Project that affects Discontent Discontent.png yearly

One-time changes to Happiness Happiness.png and Discontent Discontent.png

  • +20/+40/+60/+80 Happiness.png respectively for the repeatable projects Festival I/Festival II/Festival III/Festival IV (requires Weak/Developing/Strong/Legendary culture)
  • -10 Discontent.png each time a city is attacked
  • -??? Discontent.png 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 Happiness.png (with a positive value) or Discontent Discontent.png (with a negative value)
  • Some event options directly increase or decrease Happiness or Discontent Level