Happiness: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
[[File:happiness_preview.png|thumb|246px|right|Very high happiness.]]'''Happiness''' is the measure of well-being and positivity of [[citizens]] in a [[settlement]]. Happiness being high enough is the sole factor of [[immigration|immigrants]] moving in, but having it too low will have citizens leave. There are roughly 11 factors that contribute to happiness: population, [[workforce|work]], [[food]], service, access, environment, equipment, [[defense|battle]], needs, [[afterlife]] and [[storage]]. | [[File:happiness_preview.png|thumb|246px|right|Very high happiness.]]'''Happiness''' is the measure of well-being and positivity of [[citizens]] in a [[settlement]]. Happiness being high enough is the sole factor of [[immigration|immigrants]] moving in, but having it too low will have citizens leave. There are roughly 11 factors that contribute to happiness: population, [[workforce|work]], [[food]], service, access, environment, equipment, [[defense|battle]], needs, [[afterlife]] and [[storage]]. | ||
The player must make sure their settlement satisfies as many needs and wants as possible. The | The player must make sure their settlement satisfies as many needs and wants as possible. The six races in the game: [[Cretonians]], [[Dondorians]], [[Cantors]], [[Garthimis]], [[Humans]] and [[Tilapis]] all have different general preferences, and the player must cater to all of them. The more citizens that enter the settlement, the higher their expectations, meaning the player must introduce more and more buildings, services and much-needed resources. | ||
Happiness can also be increased with [[knowledge]] points, by selecting the "civics" line of upgrades. | Happiness can also be increased with [[knowledge]] points, by selecting the "civics" line of upgrades. |
Revision as of 22:57, 18 November 2021
Happiness is the measure of well-being and positivity of citizens in a settlement. Happiness being high enough is the sole factor of immigrants moving in, but having it too low will have citizens leave. There are roughly 11 factors that contribute to happiness: population, work, food, service, access, environment, equipment, battle, needs, afterlife and storage.
The player must make sure their settlement satisfies as many needs and wants as possible. The six races in the game: Cretonians, Dondorians, Cantors, Garthimis, Humans and Tilapis all have different general preferences, and the player must cater to all of them. The more citizens that enter the settlement, the higher their expectations, meaning the player must introduce more and more buildings, services and much-needed resources.
Happiness can also be increased with knowledge points, by selecting the "civics" line of upgrades.
Slaves are the only variant of citizens that aren't factored into happiness. Instead, the loyalty of slaves depend on how submissive they are. When a race's happiness is below 100%, there is a chance that a riot can occur, with the chance increasing depending on how close happiness is to 0%. When riots occur, other races can join in.
Statistics
The two biggest factors of happiness are fulfillment and expectations. These two can be dissected into the aforementioned 11 statistics.
Population
- Population - The amount of subjects living in your city.
- Noble - The noble of nobles of this species.
- Emigrant - Subjects leaving your city!
- Immigrant - An immigrant is someone that has immigrated to your city. They will remain immigrants for about a year.
- Trapped - Trapped subjects are unable to reach the throne due to something blocking them. They will not function until you clear a path from them to the throne.
- Age - The subject's age in years.
- Majority - The percentage of this species contra your total population.
- Law - How lawful your city is. Improved by building catching criminals and process them in your law rooms.
- Mercy - How criminals are treated. Based on how many of them are executed.
- Slaves - The amount of enslaved of the same species.
- Other Slaves - The amount of enslaved of all species.
Work
- Employed - The amount of subjects currently employed.
- Work Skill - Once your subjects get employed in a room, their work skill will increase with time. This skill greatly improves productivity.
- Work Time - Progress of current work shift. Subject try to work for the better part of the day. Will reset when shift has ended.
- Retirement Age - When a subject has worked half of its life expectancy, it can retire. A decree of 0% will have your subjects work their whole lives. 100% and subjects will retire once half their average life-span has been reached. The player can change the retirement age target.
- Fulfillment - How this subject feels about its current work situation. Different species like different workplaces. You can set the order of how your workplaces should be filled in the species tab.
Starving
- Starving - If a subject can't find food when hungry, it will eventually start to starve. Starving subjects will refuse to work, instead they will spend all their remaining effort to find something to eat.
- Food Preference - Each race has its own preference in food. If you have a kitchen, subjects will go there and try to find the food it prefers to eat.
- Food Days - How long the food in your stockpiles, kitchens and feast halls will last.
- Food Rations - How many pieces of food each subject is allowed when they eat. Rations more than 1 can only be extracted from an eating service. Target food rations can be customized.
- Drink Rations - How many drinks subjects are allowed when thirsty. High rations will lead to more drunkenness and decrease health.
Services
Note that the access of specific races can be enabled/disabled for each type of service in the happiness GUI.
- Eating Services - The quality and accessibility of eateries and canteens.
- Sleeping Services - The quality and accessibility of flathouses and dormitories.
- Hygiene Services - The quality and accessibility of bathhouses and wells.
- Drinking Services - The quality and accessibility of taverns.
- Other Services - The quality and accessibility of hearths and lavatories.
Access
- Roads - The quality and access to roads the subject has. Try building roads in the busy parts of the city, and of higher quality, to increase this.
- Lights - The coverage of lights and torches affecting this subject. Rooms do not count towards this value.
- Awe - Improved by having monuments and having the subject be within their radius of influence, or by certain roads.
- Dread - Improved by certain roads (namely, dire roads).
- Harmony - Improved by certain roads.
- Law Access - Emitted by certain rooms. Law access lowers crime.
Environment
- Building - Building preference. Different races like to hang around in different kind of structures. Some like wood, some like mountain caves. This value is registered when the subject is within a structure.
- Cold - As temperatures fall, your subjects will be exposed. Exposure can lead to death by exposure. Coldness is mitigated by clothes and hearths. Different species also have natural protection to warmth and cold.
- Hot - As temperatures rise your subjects will be exposed. Exposure can lead to death by exposure. Hotness is mitigated by skinny dipping and clothes. Different species also have natural protection from warmth and cold.
- Squareness - How squarely shaped your rooms are.
- Roundness - How round and/or organically shaped your rooms are.
- Noise - Industries and other loud rooms create noise that can disturb your citizens. Surround such sources with walls and keep industries away from civic areas.
- Cannibalism - Cannibalism is eating other humanoids. It can be done by constructing cannibal rooms. Starving subjects can also resort to cannibalism. Cannibalism is a singular event, and once it happens once, it will take a long while to diminish.
- Corpses - Unburied corpses can upset your citizens. They can also spread disease.
Equipment
The target number of items each individual should equip. Special cases for this is tools, which is set at each industry. Weapons are also set separately for each division. The amount of each wearable item can be customizable for each race.
Battle
- Recruits - The amount of subjects undergoing training and are not yet fit for a division.
- Soldiers - The amount of soldiers.
- Soldier Experience - The level of soldier experience of the subjects. Experience is gained through fighting and killing enemy troops.
- Soldier Training - The level of training of this subject. If a subject is assigned to a division, he will visit a training ground and train until he reaches the minimum training level of that division.
- Enemy Kills - The amount of enemy soldiers killed.
- Routing - The amount of subjects that are routing.
Needs
- Dirtiness - How filthy this subject is. Can be remedied by having access to a bath house, or skinny dipping. Working in an industry or mine will increase the rate of becoming dirty.
- Injuries - The amount of injuries. Shallow injuries will heal in time. Critical ones will lead to death unless the subject can visit a hospital.
- Exhaustion - Fighting and running subjects get exhausted. If exhaustion reaches a threshold, the subject will collapse. Exhausted soldiers are worse at fighting.
- Constipation - How constipated this subject is. Can be remedied by visiting the lavatory. A subject will try to defecate when it's below 50%.
- Sleepiness - The sleepiness of this individual. Sleepy subject will sleep on the ground, but the dormitory is often more desired. A subject will try to sleep when it's below 50%.
- Hunger - The access to food of this subject. Hungry subjects will look for food when hungry. The faster they find it, the better the access. They will try to when value is below 50%.
- Thirst - Thirsty subjects wants drinks, and will try to seek out stored drinks or visit taverns.
Afterlife
This part of happiness measures how much fulfillment is received from graveyards and crypts. Each type of death (or citizens just leaving) is listed in the GUI:
- Emigrated
- Starved
- Slain
- Animals
- Age
- Heat Exposure
- Cold Exposure
- Murder
- Executed
- Drowned
- Deserted
Storage
How much of each resource is stored. Sithilon ore is the only resource that has a fulfillment bar in the GUI.