Happiness New
System
● Goal : The happiness system in the CBP is completely revised, favoring neither tall nor wide playstyles.
Happiness is now
based on a causeandeffect
mechanism that makes your empire feel far more alive, and dynamic, than ever before.
● Luxuries : Luxuries now grant their bonuses as a factor of total empire population. The higher your pop, the more happiness
your luxuries provide. This makes luxuries less vital early on, as +1 Happiness isn't as big of a deal, yet it does not punish tall
or wide strategies because the focus is on overall population, not # of cities. In short, luxuries 'level up' as your empire grows
in population. Also, resource monopolies have been introduced that raise the significance of luxuries (see Resource
Monopolies below).
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● Natural Wonders: These will still provide the same happiness upon discovery.
● National Happiness Penalties and Rewards: Rather than having a flat penalty at 1
unhappiness and below, unhappiness
penalties scale with each point of unhappiness below zero, up to a certain maximum threshold (20).
Every point of
unhappiness reduces culture, science, gold, faith and growth yields by 1% (up to 30%).
Furthermore, rebels will only spawn at
20
(instead of 10).
This makes expansion/unhappiness less binary , and allows players to be slightly unhappy without
catastrophic problems. At the same time, for every point of happiness above zero aforementioned yields are increased by 1%
(up to 10%), which rewards ‘happy’ empires.
● City Happiness: The big one. City happiness is now no longer affected directly by the number of citizens in a city. Instead,
happiness is based on a set of functions that look at the variables below. Overall, population is still king, however percity
unhappiness is a bit easier to manage (and tailor to certain playstyles).
This makes Tall and Wide gameplay equally feasible,
so long as your empire is wellmanaged.
Furthermore, Citizens can only be 'unhappy' for one value at a time, based on a scale
of want. If a citizen is unhappy from Poverty, for example, that same citizen cannot be unhappy from anything else until the
Poverty issue is resolved (thus the unhappiness generated by any one city is capped at that city's population).
● The yieldbased
functions combine your city's yields, dividing this value by your city's population. This value is then compared
to the rate value per citizen as a global average of all city yields per pop. If the global rate value per citizen is higher than your
city's rate value, you will experience unhappiness as a byproduct of the difference between the two values. In other words, if
your cities are behind the global average in yields per pop, the difference will be converted into unhappiness.
○ Note: keep in mind that, since the unhappiness per citizen/city element of the game was removed, you are almost
always going to have one or more of the following 'problems' in your cities. This is necessary in order to keep
happiness from skyrocketing up to 100+, and is fairly realistic. No city is perfect, so don't fret if you have poverty or
illiteracy in your cities.
● Sources of Unhappiness:
○ Poverty: . This looks at a city's gold yields. If these yields do not exceed the rate criteria, your city has some element
of poverty. This is largely inevitable in all but the wealthiest cities.
○ Illiteracy : This looks at a city's science yield. If this yield does not exceed the rate criteria, your city has some
element of illiteracy. This is largely inevitable in all but the smartest cities.
○ Boredom : This looks at your city’s culture yields. If these yields do not exceed the rate criteria, your city has some
element of boredom (i.e. your citizenry is not entertained). This can be circumvented by building Colosseums and
other such buildings, or through Great Works.
○ Crime : This function looks at defense produced by defensive structures and your city's garrison and subtracts city
damage, if any. If these yields do not exceed the rate criteria, your city has some element of crime. This is inevitable
in large cities or cities under siege, especially if you do not have a garrison. Cities that are damaged or surrounded by
enemies have increased crime).
○ Urbanisation : Specialists generate unhappiness (1 point per 4 specialists in a city) Unemployed Citizens (called
Laborers) don’t produce unhappiness.
○ Isolation : Blockades or a lack of a city connection will generate unhappiness based on a rate per citizen value.
Should only be a problem if you are besieged from the sea, your routes are pillaged and/or you haven't connected
your cities together. If you connect two cities via an internal trade route, this unhappiness penalty is negated (so
blockades or longdistance
cities can be 'connected' to your capital via trade).
○ Pillaged tiles : Similar to city connections, this function will generate unhappiness based on a rate per citizen value
which looks at the number of pillaged tiles. The more pillaged tiles there are, the higher this unhappiness. No one
likes looking at burning fields.
○ Religious tension : This looks at a city's majority religion, and compares it to the number of citizens that are not part
of that religion. If that value exceeds the rate value of the function, you will have some religious strife. This is largely
inevitable in most large cities, but should never be a major source of unhappiness. You can reduce this value further
by building more faithproducing
buildings in the city (high faith production has the ability to subtract from a city's
minority population), or simply converting people to to the city’s one, true faith.
○ Ideologies: Function the same as in BNW, although unhappiness penalties for higher levels of cultural influence of
opposing ideologies have been ramped up.
○ War Weariness : Once you have an ideology, you have the potential to gain empirewide
War Weariness. See War
Exhaustion below for more information.
○ Resistance : Cities in Resistance or being Razed generate 50% of their population as unhappiness.
○ Occupation: Occupied cities without a courthouse generate 100% of their population as unhappiness.