[GUIDE] New guide to happiness

One thing i am confused about is Public Works.

When is it a good idea too build public works vs just improving the yields of the city?
When gaining immediate happiness offsets delaying buildings. Look at the boosts for being happy: growth, unit cost, rebelion risk... Look at how much of every yield you are missing for the next happy citizen (it's in the tooltip). Then you'll see whether the public works will make your citizens happier than just building the next yield building.
If you think you can handle it fine with your current unhappiness it's easier, don't build it.
 
Hello guys, I clearly don't understand something about the happiness. The guide is great and helped me to switch from vanilla civ happiness system (and not crash my empire happiness completely this time :D ), now I'm just looking to get some more understanding, let me share a screenshot:


Ravenna is quite happy city, citizens are just a bit bored. But if I let it grow one pop, suddenly boredom problem would disappear and all other issues would arise. Net increase in unhappy faces would be 5! :crazyeye: So I have a choice of letting it grow one pop or let 5 other cities (that would only contribute 1 unhappy face each) grow 1 pop each.
Also, many buildings in the game help fighting particular problems ex. barracks for distress or different religious buildings. How can I know what I should be addressing if there are sudden jumps from one type of unhappiness to another (like in Ravenna from boredom to all others)?

I'm playing current April 17th beta.
 
I see you have checked the Avoid Growth button. If you keep that for too long, these things happen. This is happening because your current city needs are based on the demands your empire had when your city first got to 9 citizens. Time has passed, and the needs have increased worldwide, but not in your "freezed" city. Once you allow it to grow again, it will take worldwide needs again.
Good thing is that you can get to positive values very fast if you focus on one city at a time.

I would not have locked workers on these farms. 3 food 1 hammer is not better than 2 food 3 hammer 2 gold, especially when you are not growing your city. You are not realistically gaining a great engineer from your specialist, and it gives just 1 more hammer. With so many forests with sawmills, I would consider building the herbalist. It would allow your city to grow to 12 people fast while still working on acceptable tiles. Oh, and put a village on the tile north or your iron.
 
Thank you a lot for the guide and the answers! :) So my assumptions are now as follows, could you please correct me if I'm wrong?
  1. There is an 'effective needs happiness' and 'raw needs happiness' (I don't think those are the common terms), 'effective needs happiness' will not exceed city population if my overall empire happiness is good.
  2. Building e.g. barracks in a new, 5 pop city with no terrain improvements will help nothing (distress wise) because of so much deficit in every yield (high 'raw needs happiness')
  3. I can focus on improving avg. yields for one city, get it to very low unhappiness and then lock growth, put trade routes somewhere else - if I'm satisfied with this city not growing ever again.
  4. In wide play, weaker and late built cities will basically have their happiness = unhappiness (unless I put some extra effort)
  5. Difficulty level influences global avg. needs (AI building good economy faster) therefore making managing happiness more difficult
I'm not sure why there is improvement in my boredom problem if I let Ravenna grow, is it because other needs would be more serious? What needs should I address first if I were to start improving this particular city, how to read the data? :confused:

About the city management; you would make a great Mayor of Ravenna, Sir! Haha :) Some of the things you've mentioned, certainly sloppy play on my side ;) About the engineer, do you think it makes sense to keep him active and add soon another one or two engineer specialists, so they would produce great person in some time? Or not worth it, without any fun bonuses to specialists?
Would you grow Ravenna to 12 pop and not develop any further till the end? What About all those plains southwest from the city, any use for them? I often don't need that many farm in medium quality city playing wide:)
 
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Question about walls. They say they reduce the empire needs modifier by 5%. Is this the empire size modifier?
 
Lots of questions :)
There is an 'effective needs happiness' and 'raw needs happiness' (I don't think those are the common terms), 'effective needs happiness' will not exceed city population if my overall empire happiness is good.
There's a worldwide base needs per citizen, and your city modifiers.

Building e.g. barracks in a new, 5 pop city with no terrain improvements will help nothing (distress wise) because of so much deficit in every yield (high 'raw needs happiness')
It removes 1 distress and adds a little bit of science and production which also helps with yields. More importantly, it gives production that you might use in building other buildings faster. So it's not that it is useless, it's more that you need barracks and many other things.

I can focus on improving avg. yields for one city, get it to very low unhappiness and then lock growth, put trade routes somewhere else - if I'm satisfied with this city not growing ever again.
Yes, you could. And in fact there is a playthrough in the strategy section that does exactly that. But the average player can do better letting the cities grow more. More people, more yields, more things done. Happiness is just a mechanic for slowing you down.

In wide play, weaker and late built cities will basically have their happiness = unhappiness (unless I put some extra effort)
Yes. But a wide player would not mind too much about these cities. They have a role, probably they are a base for your army, or they are a buffer for protecting your inner empire, or you purchase your missionaries there. Just assume they are going to be unhappy for a while. When your policies are high enough, even those cities can be an asset.

Difficulty level influences global avg. needs (AI building good economy faster) therefore making managing happiness more difficult
Yes.

if I let Ravenna grow, is it because other needs would be more serious?
Yes. It's not that they stopped caring about boredom, but they are more pressed by other things. There is precedence here. Distress > Poverty > Illiteracy > Boredom.

What needs should I address first if I were to start improving this particular city, how to read the data?
Production. You need your city to be able to build every useful building ASAP. Then food. You need more citizens working on high productive tiles if you want your city to build them fast. Sending internal trade routes may help. I am assuming that your money, culture and science are being mainly produced in your happy cities. After that, if you are just interested in happiness, look what your needs in the city are, and prioritize whatever gives yields or directly reduce unhappiness. For example, walls, they are quite good once your base yields are over 20, since they affect all needs. And the diplomatic buildings are amazing if you invest a little in befriending city states, plus the specialist is good.

About the engineer, do you think it makes sense to keep him active and add soon another one or two engineer specialists, so they would produce great person in some time? Or not worth it, without any fun bonuses to specialists?
Look at how long it takes for the next engineer in this particular city. Roughly 200 turns. You are not going to produce any. Even doubling the engineers is not going to make a difference. Work on your good sawmill tiles instead, you'll save 1 unhappiness from the specialist, get more spare food for growing your city and overall more yields.
The exception is guilds. You must never fall behind in policies.

Would you grow Ravenna to 12 pop and not develop any further till the end? What About all those plains southwest from the city, any use for them? I often don't need that many farm in medium quality city playing wide
My algorithm for any secondary city (no guilds) is letting it grow as long as there is some nice place to work on, discounting food, and I try to make my workers prepare the terrain in advance so there is always a nice place to work. A guild city is different in that I may work on good food tiles to be able to work more specialists.

Question about walls. They say they reduce the empire needs modifier by 5%. Is this the empire size modifier?
Yes, but it only modifies this value in the city with the walls.
 
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