Happiness: Difference between revisions
From Project Rebearth
Created page with "'''Happiness''' is a settlement-wide stat in Project Rebearth that reflects the overall well-being of a settlement's population. It is modified by choices, alliance types, and game conditions, and directly influences whether a settlement experiences Strikes, Celebrations, or Productivity Booms. == Overview == Happiness starts at a base level and is adjusted by percentage modifiers from active choices and conditions. Mu..." |
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=== Positive Modifiers === | === Positive Modifiers === | ||
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! Source !! Happiness !! Type !! Notes | ! Source !! Happiness !! Type !! Notes | ||
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| [[Science League]] || +10% || [[Alliances|Alliance type]] || Also reduces all production by 20% | | [[Science League]] || +10% || [[Alliances|Alliance type]] || Also reduces all production by 20% | ||
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=== Negative Modifiers === | === Negative Modifiers === | ||
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! Source !! Happiness !! Type !! Notes | ! Source !! Happiness !! Type !! Notes | ||
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| [[Low Rations]] || −20% || [[Choices|Choice]] (Rations group) || Reduces {{Icon|Food}} consumption by 20% | | [[Low Rations]] || −20% || [[Choices|Choice]] (Rations group) || Reduces {{Icon|Food}} consumption by 20% | ||
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=== Stacking Examples === | === Stacking Examples === | ||
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! Combination !! Combined Effect | ! Combination !! Combined Effect | ||
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| [[Food Shortage]] (−50%) and [[Taxation]] (−30%) || −65% happiness | | [[Food Shortage]] (−50%) and [[Taxation]] (−30%) || −65% happiness | ||
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== Events == | == Events == | ||
Happiness directly triggers three events: | Happiness directly triggers three events: | ||
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! Event !! Trigger !! Effect | ! Event !! Trigger !! Effect | ||
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| [[Productivity Boom]] || Sustained high happiness || Temporary production boost across all buildings | | [[Productivity Boom]] || Sustained high happiness || Temporary production boost across all buildings | ||
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Maintaining happiness above the strike threshold is critical for uninterrupted production. Settlements that stack multiple negative modifiers risk frequent strikes, which can cripple output far more than the individual choice penalties. | Maintaining happiness above the strike threshold is critical for uninterrupted production. Settlements that stack multiple negative modifiers risk frequent strikes, which can cripple output far more than the individual choice penalties. | ||
Revision as of 16:46, 3 March 2026
Happiness is a settlement-wide stat in Project Rebearth that reflects the overall well-being of a settlement's population. It is modified by choices, alliance types, and game conditions, and directly influences whether a settlement experiences Strikes, Celebrations, or Productivity Booms.
Overview
Happiness starts at a base level and is adjusted by percentage modifiers from active choices and conditions. Multiple happiness modifiers stack multiplicatively. For example, Taxation (−30%) combined with Cramped Quarters (−30%) results in a combined −51% penalty, cutting happiness by more than half.
When happiness drops too low, the settlement enters a Strike, reducing productivity. When happiness is high, a Celebration may occur, and sustained high happiness triggers a Productivity Boom that further boosts output. Managing happiness is a central balancing act: many of the most powerful economic choices carry happiness penalties, while the choices that boost happiness tend to reduce production or increase costs.
Modifiers
The following choices and conditions affect happiness.
Positive Modifiers
| Source | Happiness | Type | Notes |
|---|---|---|---|
| Lavish Rations | +20% | Choice (Rations group) | Also increases |
| Worker Safety | +10% | Choice (standalone) | Also reduces |
| Science League | +10% | Alliance type | Also reduces all production by 20% |
Negative Modifiers
| Source | Happiness | Type | Notes |
|---|---|---|---|
| Food Shortage | −50% | Automatic | Applied when |
| Cramped Quarters | −30% | Choice (standalone) | Boosts population production by 30% |
| Taxation | −30% | Choice (standalone) | Enables |
| Dubious Working Rules | −20% | Choice (standalone) | Boosts |
| Low Rations | −20% | Choice (Rations group) | Reduces |
Stacking Examples
| Combination | Combined Effect |
|---|---|
| Lavish Rations (+20%) and Worker Safety (+10%) | +32% happiness |
| Taxation (−30%) and Cramped Quarters (−30%) | −51% happiness |
| Taxation (−30%) and Lavish Rations (+20%) | −16% happiness |
| Taxation (−30%), Dubious Working Rules (−20%), and Low Rations (−20%) | −55% happiness |
| Food Shortage (−50%) and Taxation (−30%) | −65% happiness |
Events
Happiness directly triggers three events:
| Event | Trigger | Effect |
|---|---|---|
| Strike | Happiness drops too low | Reduces settlement productivity |
| Celebration | Happiness is high | Positive settlement event |
| Productivity Boom | Sustained high happiness | Temporary production boost across all buildings |
Maintaining happiness above the strike threshold is critical for uninterrupted production. Settlements that stack multiple negative modifiers risk frequent strikes, which can cripple output far more than the individual choice penalties.
Strategy
The most common happiness challenge is balancing economic power against population satisfaction. Taxation and Cramped Quarters are two of the strongest economic choices in the game, but their combined −51% happiness penalty makes strikes very likely without mitigation.
Lavish Rations (+20%) is the strongest single happiness boost available to players, but it increases
Food consumption by 20%, requiring a larger food supply chain. Worker Safety (+10%) offers a smaller boost with the trade-off of reduced production rates. The Science League alliance type provides a passive +10% bonus, but its −20% production penalty affects all resources.
For settlements running Taxation, pairing it with Lavish Rations (combined −16%) keeps happiness relatively stable. Adding Worker Safety on top brings the combined penalty to just −8%, though at the cost of reduced
Food and goods production.
Avoiding Food Shortage is essential. The −50% penalty is the harshest happiness modifier in the game and stacks devastatingly with other penalties. Players should maintain adequate
Food reserves and avoid running out, especially when other negative modifiers are active.