Saturday, March 20, 2010

Advice #7 - Happiness![Town Advice]

Happiness is the essence of the game. Without happiness, you couldn't grow a population, and thus you couldn't do anything. Thus, it is important to know how to get happiness.

Every 50 happiness gives you +1 persons produced per hour. So 200 total net happiness equals 4 people produced every hour. But this number changes. Every 1 citizen produced subtracts from the happiness per hour by 1. That means if you have 132 people, you only get 68 happiness, which is 1.36 growth per hour. Each happiness is worth double it's root number. That means 1 happiness is a growth of .02 per hour. That means 50 happiness equals a growth of 1 per hour. In this section today, we will go through the mechanics of Ikariam Happiness.

There are six sources of happiness normally, and seven sources of happiness for the capital.
(Capital Only) Capital's Bonus: This bonus comes along with being the top city of your empire. You do not get this until you research Well Digging. It's 50 happiness is pretty helpful though; thats a whole extra person you get per hour. So if your population grew 3.22 people per hour, if it was your capital, it would be 4.22 people per hour. When you research Utopia, it goes from 50 to 250 happiness, which is an extra 4 people per hour!

Through Research: There are various technologies that get you more happiness. Holiday and the Economic futures get you happiness bonuses. Holiday gives you 25 extra happiness (+.5 persons per hour) and the Futures start off as +10 happiness, and multiply by the future's level (so a lvl 3 future would be +30 happiness). As Holiday gives you +.5 persons per hour, it can be quite helpful in producing more people.

Basic Bonus: The basic bonus is currently set at 196. This means at the start if your population was theoretically at zero, you would get +3.92 people per hour! But you don't, because it starts at a population of 40 (but don't despair, because it just speeds things up when you have 40 people, more gold, scientists, and wood workers). But because of the 40 population, you have to knock of 40 happiness, so it is at 156 net happiness in the beginning of your town (not counting possible corruption). That means your growth is 3.12 in the beginning. This basic bonus though is essential to your early game growth, and should give you a big enough wave to ride in your first town until you get taverns.

Tavern: The Tavern is the foundation of your happiness production. Cheap, self supporting, and the first happiness building you get, it is the staple building of your town, if you ever want it to grow. Each Tavern level gets you +12 happiness, or +.24 people per hour. In the tavern, happiness is not based on how much wine you produce, but what interval you produce it at. Each interval produces 60 happiness. That means each level to it's max gives you +72 happiness. If your town consumes 8 wine then, then your town will produce +120 happiness, or +2.4 people per hour, +24 happiness, so an additional +.48 people per hour, a total of 2.88 growth per hour. Hopefully you can see that the Tavern is extremely important to your town.
Hint: It is wise to keep a fairly large sum of wine in your towns, like 5,000. (That was two sources, the building itself, and the wine consumed)

Museum: Unlike the Tavern, each museum level gives you +20 happiness. Each level gives you space for one cultural exchange, and you sign a treaty with someone, and you get a Cultural Asset Treaty, a CAT, or simplified to Cultural Treaty, or CT;Both are used. Anyways, each CT gives you + 70 happiness. That means each level to its max gives you +90 happiness. That's pretty good, but this is of course because they are so expensive. So a level 3 Museum to it's best gives you +270 happiness, or +5.4 growth! Now hopefully your convinced to build both the Tavern and Museum! Also, the Museum relieves a lot of pressure from the wine producing cities, as wine is in less demand. (That was two sources, the building itself, and the CT's)

Negative Effects: Corruption and Population have a negative effect on happiness.

Don't worry about corruption so much though, as it is just there when your GR level isn't to the amount of colonies you have (three colonies = Level 3 GR). Corruption is calculated as a number that is a little less than all of your happiness factors multiplied by the decimal form of the percentage of your corruption. Sounds complicated? Not really. Say you have a total of 200 happiness, and 15% corruption. You would move the decimal left two points, so it is now ".15". You multiply 200 by .15, and viola, you get your number, 30. This number is subtracted from your entire happiness total, so your net happiness would be 170 happiness. Whenever you calculate corruption though, the happiness reduction is a little more "user friendly", so it would probably be -28 or -29 happiness.

Population reduces happiness for every citizen you have. That means 200 citizens (as explained earlier) deduct 200 happiness from the town. Simple as that.

So let's do a problem here. 196 basic bonus, 25 research happiness, 24 tavern building bonus, 120 wine bonus, 20 museum building bonus, 70 CT bonus. -232 of population, and there is no 10% corruption.
24+120+25+196+20+70 = 455
.1 x 455 = 45.5, round down to (user friendlyness) 44.
-232 happiness from population, so 232 +44 = 276
455-276 = 179 happiness (growth of 3.58 persons per hour)

Now that you know the math behind the Happiness, take advantage of it!

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