Residents do not require full happiness to advance to the next population tier, only their basic needs must be fulfilled. Happy residents are less likely to riot, can offer you quests and can organise festivals that provide useful buffs to the islands' residents, production, or attractiveness.
Happiness levels[]
Happiness factors[]
The happiness levels are influenced by five factors:
- Luxury
- Island peace
- Working conditions
- Pollution
- News
Luxury[]
People want to be supplied with luxury goods like schnapps and have access to certain public buildings like church. Fulfilling all luxury needs grants +20 happiness. When no luxury need is fulfilled people are dissatisfied and happiness is lowered by 20.
For more details see: needs.
Island peace[]
People are happy when their home island is safe and there is no war (+5 happiness). When the island is under attack happiness gets lower and lower the longer a war goes on.
Working conditions[]
It is possible to exploit your people making them work harder which negatively impacts their happiness (up to -40). You can also shorten their working time to make them happy (up to +40). Working conditions are specific for every production building, but overall happiness change is applied to a specific tier basing on how much of its workforce is being exploited. Overall happiness change is based on three factors: applied working conditions, amount of workforce being employed in the affected factories, total workforce pool of the island. More info about Working Conditions, as well as the specific formula for calculating overall happiness change of a specific tier, can be found on this page.
Pollution[]
Heavy industries' negative impact on attractiveness is also known as "pollution" and it lowers all tiers' happiness. Having no heavy industries grants a bonus of +5 while as pollution increases, the happiness decreases, eventually turning into a negative number which can go as down as -20. Pollution can be mitigated by some Trade Union items, which either reduce the negative attractiveness by a certain percentage or add positive values. Heavy factories can't have positive attractiveness, meaning that all excess positive attractiveness from items will be lost. The overall happiness penalty from pollution can be calculated using the following formula:
- is the happiness effect from pollution
- is the negative attractiveness from all polluting factories.
Unhappiness from pollution can be avoided only by decreasing pollution: increasing attractiveness in other sections has no effect on population's happiness. For a brief overview of how fast happiness decreases as pollution increases, you can refer to the following table, which shows the most noticeable values of happiness:
Pollution | 0 → -50 | -50 → -133 | -133 → -300 |
---|---|---|---|
Happiness | +5 → 0 | 0 → -5 | -5 → -10 |
Pollution | -300 → -800 | -800 → -4800 | < -4800 |
---|---|---|---|
Happiness | -10 → -15 | -15 → -19 | < -19 |
News[]
Newspaper articles can influence the happiness of your people. Negative articles about fires or wars lower population's happiness (-5). Positive articles about better diplomatic relations or positive credit balance increase the happiness (+5). Some articles can also be neutral. It is possible to use influence to change the impact of articles but using too much propaganda can result in lower happiness and riots.
For more details see: newspapers.
Festivals[]
Happy population can organise festivals which last for around 30-35 minutes and have powerful island-wide effects. Duration of festivals is also influenced by happiness: the higher the island average happiness, the longer will the festival last.
Festival types[]
Festival type | Description | Effects | |
---|---|---|---|
Arts Festival | The cultural heart of your city is throbbing! Theatrical, musical, and literary events have gripped the place, to the great delight of your visitors! | +400
Public services: -50% maintenance, +5 attractiveness. All Cultural Buildings: -100% maintenance, +5% attractiveness. | |
Beer Festival | The most gleefully-anticipated festival! The beer flows freely, and joy and good humour follows! Some like to call it Oktoberfest! | +250 +25
Residents are provided with Schnapps, Beer, Rum, Champagne. Alcohol production chains: +50% production, -25% workforce needed. | |
Commemoration Day | Your population have rarely showed as much faith in their esteemed leader than today! They express their patriotism in honour of your great accomplishments. | +250 +10 +15% workforce
Weapons production chains: +300% Production Shipyards: -30% Construction Time, -30% Construction Cost | |
Harvest Festival | This traditional festival manifests in a magnificent feast for your citizens, to celebrate a bounteous end to the harvest! | +250 +10 +10% income from residences
Crop farms: +50% production, -100% maintenance cost. Crop farms occasionally produce extra Rum every 8th cycle, Champagne every 9th cycle, Cigars every 10th cycle and Chocolate every 11th cycle | |
Town Carnival | What's better than a bit of official mayhem once a year? Masked and fancy-dressed, your citizens can forget themselves and really cut loose! | +250 +40
Residents provide +5 Bonus Income from Schnapps, Beer, Rum, Champagne. The chance of specialists visiting your island are increased by +100%. | |
Festival of Reason Requires The Anarchist DLC |
In the Festival of Reason, anarchists come together to celebrate Truth, Liberty, Community and the abolition of Governments. | +100 +25
Residents are provided with Schnapps, Beer, Rum, Champagne. All Production Buildings: Productivity: +20%, Maintenance cost: -10% This festival will occur more frequently if the player completes anarchist quests on their island. | |
Festival of Hytia Only in Enbesa with Land of Lions DLC |
Named after the god-like mother of trade once an inhabitant of Angereb, this festival has everyone hustling and bustling to market! | +10
Residents are provided with Finery, Ceramics, Clay Pipes, Lanterns. Clay Pipes, Illuminated Script, and Lantern Production Chains occasionally produce extra Clay every 7th cycle, Tobacco every 8th cycle, Wood every 9th cycle, Glasses every 10th cycle, Cotton every 11th cycle and Glass every 12th cycle | |
Festival of Life Only in Enbesa with Land of Lions DLC |
This festival of music, feasting and dancing celebrates the abundant harvest and the life-giving power of the fields. | +20
Income per house: +25% All Enbesan Food and Drink production chains: Productivity: +100%, Maintenance Cost: -100% | |
Holy Festival Only in Enbesa with Land of Lions DLC |
The Elders of Enbesa deem this the holiest of all festivals in the calendar year, and they certainly let others know it! | +30
Residents are provided with Tapestries, Illuminated Script, and Lanterns Luminer occasionally produces extra Paper every 2nd cycle, Hibiscus Tea every 3rd cycle, and Clay Pipes every 4th cycle |