Difference between revisions of "Happiness and Discontent"
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(Changes with Update #106 v1.0.65965 - Happiness and Discontent changes are now always positive -> need to check and update the mechanism explanation) |
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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%. | 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 | 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 positive 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}} 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}} | * Some event options add Happiness {{icon| Happiness|12px}} or Discontent {{icon| Discontent|12px}} | ||
* Some event options directly increase | * Some event options directly increase Happiness or Discontent Level |
Revision as of 10:23, 9 March 2023
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 .
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 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 . 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, 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 and reduces city Maintenance by 5%.
A positive change of Happiness is indicated as positive Happiness (e.g. +60 ) while a negative change of Happiness is indicated as positive Discontent (e.g. +10 ).
Yearly changes to Happiness
- +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
- +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
- +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