Ok guys, I have fully implemented
"Happiness vs. Unhappiness".

(Some aspects might still be improved though.)
the implementation concept was changed a lot though.
- It does not have a specific dedicated Profession for it (but the implementation would allow it to be added in the future by XML)
- There are 2 Yields technically: Happiness and Unhappiness that need to be balanced
- It does not give modifiers on Production of Yields
- It however does give modifiers on many other small features (that can make your life a lot easier or harder)
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General Comment:
"Happiness vs. Unhappiness" is a
glue feature.
It connects your
efforts of
taking care of the needs of your citizens to the
behaviour of your citizens.
Take care of your citizens needs (by providing Buildings, Security, Religion, Education, Government, Culture, Domestic Market, Peace and Treaties with other Colonies) and the
population will grow faster and
learn faster,
Slaves will become Free Settlers faster and
flee and revolt less, your Cities will
generate more profits from
Domestic Market and
Entertainment and on national level there will also be
more immigration from Europe.
Neglect their needs and the total contrary will happen.
A big city that is not taken care of will be quite inefficient and cause a lot of trouble.
This feature works in both ways ...
Remarks:
"Happiness vs. Unhappiness" is a "base features" that can be
further expanded in the future - all technical possibilities are there.
(It was explicitly designed to be easily modifialble and expandable by modders)
e.g.
- new Traits for Leaders and Founding Fathers
- using it by Civics or Techs
- ...
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Effects of Happiness:
(positive balance and negative balance)
The effects are listed as
Mouse Over Help like this this (once they occur):
Explanations in Game Concept and in Pedia of Yield
Causes of Happiness / Unhappiness:
Unhappiness is caused by:
(Every cause will be listed by Mouse Over)
- Overpopulation
- Slavery
- High Taxes
- Wars with other European Colonies (Natives do not matter)
- Lack of defenses in City (depending on population size)
Happiness can be gained by:
(Every cause will be listed by Mouse Over)
- Buildings (e.g. Churches, Schools, Taverns, Medical Houses, ...)
- Enough Production of Crosses, Bells, Health, Education and Cultur (depending on Population size)
- Satisfying Domestic Demand of goods (having enough of a specific good to satisfy the domestic demand)
- Treaties with other European Colonies (Natives do not matter)
All of this can be
balanced in XML. (GlobalDefinesAlt.xml)
(The system is designed to be allow easy addition of further effects - but some might need coding)
The causes / gains are listed as
Mouse Over Help like this this (once they occur):
There are additional visualisation helpers to give you some information:
(e.g. Billboard icon that tells if a City is happy or unhappy)
Sorry, I would post more images but I can only upload 10 per post ...
