Happiness

From Towns Wiki
Jump to: navigation, search

Happiness is an important thing to think about when planning your town. It is rated out of 100 and this can be checked by mousing over a Civilian in the Citizens panel, or right clicking civilian on main screen, also mousing over citizens panel button gives average happiness value for all population.

Happiness is important for one thing currently: attracting new immigrants. The higher the happiness, the more quickly you will attract more immigrants (so long as you have spare Personal Rooms!).


Contents

Workload. How it works... more or less...

Happiness is affected by many factors, but most important is, currently, workload. It's virtually impossible to maintain happiness if all townies are working nonstop or all idling.

A bit of explanation on how it works... its a bit of a change off the old system which was idle = happiness... and is a bit harder to manage (but not that hard once you set up to work with it..)..

Townies now have two new invisible stats.... A work counter and a Idle counter..

As a townie works (everything is work except sleeping - eating - and idling) their work counter goes down and their idle counter up.

As a townie idles (or eats or sleeps) his idle counter goes down and work counter goes up.


If either counter is at 0 they will lose happiness by -1 each 60 turns (-48 each day) Consider 0 to mean the townie is overworked or bored.

Townies also do not receive any happiness bonuses from decorations in line of sight if there work or idle counter is at 0 (losing happiness)..

Townies do not lose happiness when sleeping even if the counters are at 0.


So if you over work them they get unhappy.. and if they are left to idle to long they also get unhappy.. so to grow happiness you need to work out a good ratio of work and idle..


Decorations gains

If not overworked or bored, each 120 turns, a townie will check its line of sight for any decorations with happiness modifiers. They will then register one random modifier and thus increase or decrease their happiness rating by that amount. They will do this even while sleeping.


With easily accessible <happiness>2</happiness> (flowers, bonsai, harps and architect tables) decorations it's possible to fully cover town space and achieve theoretical gain of 48 happiness/day.


Even higher quality decorations available with <happiness>3</happiness> modifier and one (Bird in golden cage) with <happiness>4</happiness>, these are good for installing in area where townies concentrate.

Set up idlers zone - market or balcony with high quality decorations and keep eye on it: no idlers, means your townies are overworked and losing happiness, too many idlers - add more jobs.


Decoration placement. Only one decoration counts, so with townie minimal LOS=3 they can be placed 6 tiles apart. It's unwise to place decorations with different values, like bird cage and candles, together, candles will steal happiness ticks from cage. Also, remember: walls and pits break LOS.


Finally, there are items with negative happiness - dead bodies and stink clouds, don't stockpile them in the middle of the town.


Other happiness increasing mechanics

Sleeping on bed adds 5 happiness.

Eating while sitting on chair add 4 happiness.

So, furnish your Dining Room early, and Personal Rooms when there is time and resources.


Eating food adds 1d2 happiness. Each food type have 16400 turns cooldown (5.7 days), promoting variety. Eating Cake add 2d5+2, it's also have 16400 turns cooldown.


Fishing adds happiness, because fishing set is trap, that give 1d3 happiness to citizen who steps or stand on it. Trap has 223 turns cooldown, but effect doesn't, so multiple traps can be activated in a row by townie running somewhere else.


Vechs can spawn Fwap'a Durp, an ally that can give nearby citizens a 1d3 happiness buff, with 2880 turns cooldown.


Other happiness decreasing mechanics

Townies lose 5 happiness each 120 turns if they are starving. Going to get available food does not count as starving, even if food is far away.

Performing other task (sleeping) counts as starving even if food is available.


When new townies migrate, they reduce happiness for all townies by fixed percentage.

  • 2 migrant - 65% happiness left.
  • 3 migrant - 50% happiness left.
  • 4 migrant - 40% happiness left.

Guard and happiness

Most mechanics, listed above, do not work on guards, but migrant's decrease does, so their happiness is, usually, low.

Guards excluded from average happiness calculation, and do not affect migration.


You can boost average happiness to get next migration wave by temporary making unhappy members of community into guards, average happiness will be updated when you unpause the game or save/load.


Harassment due to supervising Soldiers supposed to decrease happiness, but it's currently hard to tell how it works.


Planned but not working currently

Arena badger fights supposed to increase happiness.

Equipped hats supposed to increase happiness.

Table in Dining Room supposed supposed to increase happiness.

Source

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox