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Happiness

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Every town has a "happiness" level which indicates the satisfaction of citizens. A new town's happiness count will start out at a medium level, 196, yielding a population growth rate of 3.12 new citizens per hour. As the town's number of citizens increases, the happiness is diluted and the population growth rate gradually decreases. Without happiness, your population may remain stagnant and can even decrease. Population growth rate is governed by happiness, with the rate being a function of your happiness score, calculated using the formula below.

Contents

[edit] Buildings that affect happiness

The Tavern and Museum play a major role of the growth of your happiness.

  • The first building that you get that affects your happiness is the Tavern. The tavern gives +12 happiness per level. Using the tavern, you can provide wine to your citizens. The more wine you give, the more happiness you provide, with +60 happiness per extra load of wine provided.
  • The second building you can build to increase happiness is the Museum. The museum gives +20 happiness per level. Using the museum, you can make a Cultural Asset Treaty with another player to exchange exhibits, with each exchange to give +50 happiness. You can not have more treaties than you the number of the levels of your museum.
  • Governor's Residence reduces the Corruption in colonies. Corruption affects happiness by reducing the effect of wine and cultural asset treaties on happiness, so the first thing you should have in mind when you make a new colony is to get rid of it.

[edit] Researches thet affect happiness

In order to build Taverns, you have to research Wine Culture (Economy). In order to build Museums, you have to research Cultural Exchange (Science).

Researches that directly improve happiness are:

[edit] Formula

For more formulas, see also Population growth

As you play the game you will encounter a number of things that change this value. These events, good or bad effect the growth rate of the town.

The formula for happiness is:

Happiness = Basic bonuses (196 + Capital Bonus + Holiday Bonus(25)) + Wine (Tavern Base(12*level) + Tavern Bonus(60*step)) + Culture (Museum Base(20*level) + Cultural Goods Bonus(50*Cultural Goods)) - Population (population) - Corruption (Corruption rate * happiness produced)

The Capital Bonus only applies to your Capital city and starts out at 0. Researching Well Digging changes it to 50. Researching Utopia adds an extra 200, giving a total bonus of 250.

The Tavern Bonus is 60 per step on the "Wine per hour" control: serving 4 wine per hour gives a bonus of 60, 7 wine per hour gives 120, 12 gives 180, 16 gives 240, ..., 235 gives 1380, and so on.

Or, in short: Happiness = Total happiness produced - (population + corruption * happiness produced)

Happiness = (1 - corruption) * Total happiness produced - population

Growth Rate = Happiness * 0.02

[edit] Happiness and Growth Rate Calculator

A Happiness/Growth calculator page is available here: link

It uses the above formula to determine the Towns maximum population before the Growth Rate reaches equilibrium.

It takes into account all the relevant research, the Tavern and the Museum, also, it provides you with the local time to which the Town at the set level will become full; therefore, giving a good estimate to when you should upgrade your town.

The calculator now includes a field where the corruption can be entered, along with separation of the Tavern level and the Wine served for more accurate results.

[edit] Happiness Levels

There are five levels of satisfaction in your town. The higher the satisfaction, the more population you gain per hour. If your town is happy or euphoric, you will see citizens play on the beach. If they are neutral or lower, the citizens go inside and sulk. The levels are:

Happiness Level Corresponding Icon Growth Rate
Euphoric Image:Ecstatic.gif 6.00 and greater
Happy Image:Happy.gif 1.00 - 5.98
Neutral Image:Neutral.gif 0.00 - 0.98
Sad Image:Sad.gif (-0.01) - (-1.00)
Angry Image:Outraged.gif (-1.01) and lower