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Happiness (Civ5)

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Happiness, 20xHappiness5, is a measure of your citizen's contentment. A happy population is easier to manage, while an unhappy Unhappiness (Civ5) population provides negative effects. Some happiness is gained (or lost if your citizens are unhappy) each turn. Once you acquire enough happiness a 10 turn Golden Age begins for you.

UnhappinessEdit

Very unhappy empire (Civ5)
An example of an empire that is very unhappy.
ZeroOneAdded by ZeroOne

The main sources of unhappiness are:

  • Number of people: The more people belong to your civilization the more amusement they demand to keep happy. (-1 for every citizen, 1.34 for every occupied citizen*)
  • Number of cities: The more cities you have the unhappier your population becomes.
    • -3 for every city*
    • -6* for every annexed city until you build a courthouse in them
    • less than -3* for every Puppetted city (needs verification).

.* Values are from default settings (As of this time, all levels use the values above except for Large (80% of the above values) and Huge (60% of the above values). This affects both population and city unhappiness equally)

There are two levels of unhappiness: "unhappy" and "very unhappy". An unhappy population does not grow nearly as fast (1/4 the speed) as a content one but there are no other negative effects. However, once your population reaches -10 unhappiness per turn it becomes very unhappy. A very unhappy civilization does not grow at all, cannot build settlers at all and its military units get a nasty combat penalty (-33%).

The December 2010 patch also added yet another twist to unhappiness. If an empire reaches -20 happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities. The rebels are similar to barbarians, but they appear in groups. Once a group of rebels appear another group will not appear for a while.

HappinessEdit

Sources of happiness:

Buildings that cause happiness
Era Building Happiness Note
Ancient Stone works +1 City must have improved marble/stone nearby, city cannot be on plains
Classical Burial tomb +2 Egyptian unique building
Classical Circus +2
Classical Colosseum +2
Renaissance Satrap's court +2 Persian unique building
Renaissance Theatre +3 Requires Colosseum
Modern Stadium +4 Requires Theatre
Wonders that cause happiness
Wonder Happiness Requirement
Circus Maximus +5 Must have a Colosseum in every city
Chichen Itza +4 Civil Service
Eiffel Tower +5, +1 per additional 2 policies adopted Radio
Notre Dame +10 Education
Forbidden Palace -10% unhappiness in non-occupied cities Banking
Taj Mahal +4 Printing Press
Social policies that deal with happiness
Policy Branch Era Requirements Effect
Aristocracy Tradition None None +1 happiness for every 10 citizens in a city
Monarchy Tradition None None +1 gold and -1 unhappiness for every 2 citizens in the capital
Meritocracy Liberty None Citizenship +1 happiness for each city connected to the capital with a trade route and -5% unhappiness for citizens in non-occupied cities
Military Caste Honor None Discipline +1 happiness for each city with a unit in garrison
Professional Army Honor Military Caste Discipline Gold cost of upgrading units reduced 33% and +1 happiness from every defensive building (Walls, Castle, Arsenal, Military Base)
Organized religion Piety Classical None +1 happiness from every monument, temple and monastery
Cultural diplomacy Patronage Medieval Scholasticism Happiness from luxuries gifted by City-states increased by 50%.
Protectionism Commerce Medieval Mercantilism +1 happiness from each luxury resource
Humanism Rationalism Renaissance None +1 happiness from every University, observatory and public school
Democracy Freedom Renaissance None -50% unhappiness from specialist population
Police state Autocracy Industrial Militarism +3 happiness from courthouses, build courthouses in half the time
  • adopting Order generates 1 happiness per city
Civilization V

Lists

Buildings Civs Improvements Promotions Resources

Social policies Technologies Terrains Units Wonders

Eras

Ancient Classical Medieval Renaissance

Industrial Modern Atomic Future

Concepts

City-states Culture Happiness Faith

Food Production Gold Great people

Guides etc.

Achievements Mathematics

Modding Major patches

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