Difference between revisions of "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}}. | 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}}. | ||
A new city starts with a | 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 the Happiness | 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. | ||
[[File:Happiness and Discontent Levels.png|frame|center|Happiness and Discontent Levels]] | |||
=== 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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* +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| | * +2 / +1 {{icon| Happiness|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| | * +1 {{icon| Happiness|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 | ||
* | * +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 |
Latest revision as of 09:12, 3 April 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 , so that changes are always positive numbers: it is either a gain of Happiness or a gain of Discontent .
A new city starts with a Discontent Level of 1. When the city accumulates enough Discontent (100 + 10*level) , it gains a new 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, 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 and reduces city Maintenance by 5% each.
Yearly changes to Happiness [edit]
- +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 [edit]
- +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 [edit]
- +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