Happiness

Happiness is a measure of peasant's contentment within a player's kingdom.

There are two distinct types of happiness; house happiness and global happiness. A house's happiness is affected by, but not limited to, other buildings, access to charcoal, and the tax rate. Global happiness is the average of all house happiness in the player's kingdom, with additional modifiers applied afterwards. These modifiers can appear as events, are mostly temporary, and are generally affected by the player. House happiness can go above 100, but global happiness can only be between 0 and 100.

The player can levy taxes on a kingdom's peasants, which is the primary method to acquire gold. Values of happiness greater than 100 allows the player to levy higher tax rates without repercussions. If a kingdom's happiness is too low, peasants may leave the kingdom and new immigrants will not join. Game failure may occur in Vintar (Hard) mode if happiness remains low for too long.

House Happiness
All Happiness providing structures reduce in effectivity depending on how far away the house is from the building. The following factors (listed in the order they appear on a house) have a positive impact (more means more happiness) when fully staffed, Master Workers when possible (in service for 1+ years), proper irrigation via Reservoir within 8 squares, etc.; and the provided range is how far their maximum Happiness bonus applies:

House Unhappiness
While most positive happiness tapers off before reaching +1, most polluting buildings have a direct cutoff that stops at a cutoff penalty. The following factors have a negative impact (more means less happiness):

All these factors stack. []

Global Happiness
The following events have an effect on total happiness (e.g. not each individual house, but the overall happiness). These modifiers are applied after the average house happiness is calculated.