Need help with Happiness Modifiers, how do they work?

civfanx

Chieftain
Joined
Jan 10, 2021
Messages
4
hello, i was wondering if anyone could help me out. i've been playing VP off and on for a while now, so i'm not always up to date and the most recent changes. but since i last started playing a couple months or so ago, i've been having an issue with Happiness in my cities.

i usually play tall with anywhere from 3-6 cities, sometimes more. one of the issues i've been running into is i get a lot of Happiness penalties in my cities. things like Illiteracy, Boredom, want for Religion, but the most annoying one being "We are overcrowded". i dont quite fully understand all of these, and was wondering if there's somewhere i can reference on how to address these things? the most troublesome one is the "We are overcrowded" one. i suspect that has something to do with playing tall, but i have no idea how to address it.

i usually wind up playing triage with these happiness penalties throughout the game, but sometimes a city just gets to a point where it will revolt for a turn or two randomly which is incredibly obnoxious in the middle of a war. usually it feels like im playing guessing games when trying to address these things, even when they sound self explanatory. for example "We want Culture", what exactly does that mean? does it want a higher Culture output from the city, or merely cultural buildings? sometimes i have cities asking for religion when all of the cities under my control are already following my religion.

anyways i was thinking about firing up a new game but wanted to see if i could get some clarification on this first. thanks.
 
I wrote this as the basic tutorial for happiness. Maybe it can be of some use.
 
I wrote this as the basic tutorial for happiness. Maybe it can be of some use.

this was useful, thank you.

in your guide you mentioned:

"We have the Distress, Poverty, Illiteracy, and Boredom I mentioned earlier along with Isolation, Urbanization, Starvation, Religious Divisions, War Weariness, and Pillage Tiles. What you see above regarding the first four is mostly too advanced for what we need to discuss here."

those first four are really the ones i would like to know more about. can you elaborate at all on them? Illiteracy i've been able to address somewhat through certain buildings that specifically say they help counter that, but Distress, Poverty, and Boredom i really dont understand at all.
 
this was useful, thank you.

in your guide you mentioned:

"We have the Distress, Poverty, Illiteracy, and Boredom I mentioned earlier along with Isolation, Urbanization, Starvation, Religious Divisions, War Weariness, and Pillage Tiles. What you see above regarding the first four is mostly too advanced for what we need to discuss here."

those first four are really the ones i would like to know more about. can you elaborate at all on them? Illiteracy i've been able to address somewhat through certain buildings that specifically say they help counter that, but Distress, Poverty, and Boredom i really dont understand at all.

Those four sources are all tied to yields: Distress (:c5food: & :c5production:), Poverty (:c5gold:), Illiteracy (:c5science:) and Boredom (:c5culture:). To lessen the unhappiness, you need more of their respective yields either from Buildings and Improvements or get Policies/Buildings that reduce them. As examples, Barracks reduces Distress, Library reduces Illiteracy, Arena reduces Boredom and Aqueduct reduces Poverty. Policies are often more % reduction like -15% :c5culture: Boredom from Divine Right in Fealty and the reduction to all of those by 10% in Equality within Progress.
 
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