This started in another thread, but I didn't want to derail it. I made a comment about the uselessness of temporary unhappiness. Nikis replied: That would be a the one use that I could see getting "regular" use out of. Unfortunately, those of us who tend to run more builder style games get less frequent use. And even if there's unhappiness to be taken care of, that's usually one extra tile being worked for 10 or so turns(I've seen as little as 5), then it's back to being unhappy. I know we need events that have marginal impact, but I feel like that's all I ever get to see these days, even with living world turned on. I was ecstatic when I had an event spawn a werewolf outside one of my towns. The best fix I could think of would be making temporary happiness giving a larger amount (to be more useful when WW is getting out of hand) and to have more options available. For example, let's take the witch burning event. It's one of the biggest offenders, in my mind, as I see it most often and usually towards the beginning of the game where WW is extremely rare. A third option of "Throw a mock Trial" that costs some amount of gold but would give permanent happiness. The gold cost might often end up being prohibitive, but just having the extra option in existence would make me feel happier. Anyone else have other similar thoughts? Contrary thoughts?