Happiness
The happiness target, everything that moves it, and what happiness does for your town.
What happiness does
Every province has a happiness score from 0 to 120. A new province starts at 100.
| Happiness | Effect |
|---|---|
| Above 100 | Every point adds +1% population growth, up to +20% at 120. |
| 50 to 100 | Normal growth. |
| Below 50 | People leave: 0.5% of the population every hour. |
The target
Happiness moves toward a target, 2 points every hour, and stops when it gets there. When you lower your tax, the target jumps up right away and happiness climbs toward it over the next hours.
The target starts at 100, adds everything below, and stays between 0 and 120.
Lasting sources
These count for as long as the reason stays:
| Source | Points on the target |
|---|---|
| Tax | From +:val{k="taxFreeHappinessPerDay"} tax free down to −:val{k="taxMaxHappinessPerDay"} at very high. See Tax. |
| Castle | Grows with its level, up to 10. See The castle. |
| Temple | 2 per level. |
| University | 1 for every 3 levels, up to 10. Counts in every province. |
| Capital | 20, in your capital only. |
| Garrison | 1 for every 1% of the population in the garrison, up to 20. |
| Honor | 1 for every 100 honor, up to 5. |
Short boosts
These move the target for a while, then wear off:
| Event | Points on the target | Lasts |
|---|---|---|
| Feast | Town centre level | 12 hours |
| Happiness chest, in your capital | Varies | 1 day |
| Castle level finished | +:val{k="castleBoost"} | 1 day |
| Battle won | +:val{k="battleBoost"} | 1 day |
| Battle lost | −:val{k="battleBoost"} | 1 day |
| Pillaged by an enemy | −:val{k="pillagedBoost"} | 1 day |
| Recruiting | −:val{k="recruitHappiness"} per 1% of the province | 1 day |
The target never goes above 120, so a boost on a province already at the top adds nothing.