Happiness: Difference between revisions

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[[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 [[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 [[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 three races in the game: [[Cretonians]], [[Dondorians]] and [[Cantors]].
The player must make sure their settlement satisfies as many needs and wants as possible. The three races in the game: [[Cretonians]], [[Dondorians]] and [[Cantors]] 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.
 
 


[[Category:Gameplay elements]]
[[Category:Gameplay elements]]

Revision as of 23:50, 2 June 2021

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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 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 three races in the game: Cretonians, Dondorians and Cantors 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.