How To Increase Happiness in Civ 5
This post may contain affiliate links. If you buy something we may get a small commission at no extra cost to you. (Learn more).To increase your civilization’s happiness, you want to acquire sources of happiness and reduce causes of unhappiness. We’ll cover all of your best options below with details on each source & how you should handle them in-game:
Types of Happiness
Happiness comes in two types: Global and Local.
- Global happiness always applies to your entire civ. It doesn’t have any restrictions.
- Local happiness is generated by your cities, which mostly comes from their buildings. Each city’s contribution is restricted by their population.
This means that even if they produce a lot of happiness, the actual amount that reaches you can’t be higher than the city’s population (pop) size.
Sources of Happiness
1. Difficulty Setting
You start with a fixed amount of happiness depending on your difficulty:
Difficulty | Starting Happiness |
---|---|
Settler | 15 |
Chieftain | 12 |
Warlord | 12 |
Prince | 9 |
King | 9 |
Emperor | 9 |
Immortal | 9 |
Deity | 9 |
For Settler and Chieftain, they gain an additional 1 happiness per luxury.
2. Luxuries
Each unique luxury provides 4 global happiness. You only need one supply of the resource.
Surplus luxuries can be traded to other nations for other luxuries and/or gold.
Allied city-states provide one luxury. Mercantile city-states give you two luxuries, one of which is available only to them.
3. Happiness Buildings
These buildings produce local happiness in their cities:
Building | Happiness | Tech and Era | Requirements |
---|---|---|---|
Circus | 2 |
Trapping (Ancient Era) |
The city needs horses or ivory within its influence. |
Stone Works | 1 |
Calendar (Ancient Era) |
The city needs stone or marble within its influence.
The city must not be on a plain. |
Colosseum | 2 |
Construction (Classical Era) |
N/A |
Zoo | 2 |
Printing Press (Renaissance Era) |
The city must have a colosseum.
Happiness from zoos can’t exceed its city’s population. |
Stadium | 2 |
Refrigeration (Modern Era) |
The city must have a zoo.
Happiness from stadiums can’t exceed its city’s population. |
4. World and National Wonders
Wonders can either provide global happiness or local happiness depending on their effect.
Wonder | Requirements | Happiness Effect |
---|---|---|
Circus Maximus |
Construction (Classical Tech)
Must have built colosseums in all your cities |
5 global happiness |
Chichen Itza | Civil Service (Medieval Tech) | 4 global happiness |
Notre Dame | Physics (Medieval Tech) | 10 global happiness |
Taj Mahal | Architecture (Renaissance Tech) | 4 global happiness |
Forbidden Palace |
Banking (Renaissance Tech)
Patronage (Social Policy Tree) |
10% reduction of unhappiness caused by pop size of cities |
Eiffel Tower | Radio (Modern Tech) | 5 global happiness |
Neuschwanstein |
Railroad (Modern Tech)
Must be built within 2 tiles of a mountain inside your territory |
1 global happiness per castle |
Prora |
Flight (Modern Tech)
Autocracy (Ideology) Must be built on a coastal city |
2 global happiness
1 global happiness for every 2 social policies unlocked |
CN Tower | Telecommunications (Information Tech) | 1 global happiness per city |
5. Natural Wonders
You get 1 global happiness for every Natural Wonder discovered. This is a permanent boost.
Some Natural Wonders also provide local happiness if they’re worked by a citizen in a city.
Wonder | Happiness |
---|---|
Fountain of Youth | 10 |
Old Faithful | 3 |
Mt. Kailash | 2 |
Sri Pada | 2 |
6. Social Policies
Almost every social policy tree has one policy that affects happiness.
Social Policy Tree | Social Policy | Happiness Effect |
---|---|---|
Tradition | Aristocracy | 1 global happiness for every 10 citizens in a city |
Liberty | Meritocracy |
1 global happiness per city connected to the capital
5% reduction of unhappiness caused by pop size of cities |
Honor | Military Caste | 1 local happiness for every garrisoned city |
Patronage | Cultural Diplomacy | 50% additional global happiness gained from luxuries gifted by city-states |
Commerce | Protectionism | 1 additional global happiness from each luxury |
7. Ideologies
All three ideologies have tenets which generate happiness.
Ideology | Tenet and Level | Happiness Effect |
---|---|---|
Freedom | Capitalism (Level 1) | 1 local happiness per mint, bank, and stock exchange |
Freedom | Universal Healthcare (Level 1) | 1 local happiness per national wonder |
Freedom | Urbanization (Level 2) | 1 local happiness per water mill, hospital, and medical lab |
Freedom | Universal Suffrage (Level 2) | Halves unhappiness created by specialist pops |
Order | Socialist Realism (Level 1) | 2 local happiness per monument |
Order | Young Pioneers (Level 1) | 1 local happiness per workshop, factory, and power plant (solar, nuclear, or hydro) |
Order | Universal Healthcare (Level 1) | 1 local happiness per national wonder |
Order | Academy of Sciences (Level 2) | 1 local happiness per observatory, public school, and research lab |
Autocracy | Fortified Borders (Level 1) | 1 local happiness per castle, arsenal, and military base |
Autocracy | Universal Healthcare (Level 1) | 1 local happiness per national wonder |
Autocracy | Militarism (Level 2) | 2 local happiness per barracks, armory, and military academy |
Autocracy | Police State (Level 2) | 3 local happiness per courthouse |
Causes of Unhappiness
1. Number of Cities
Each city starting with your first creates unhappiness. The amount scales with your map size:
Map Size | Unhappiness per City |
---|---|
Duel | 3 |
Tiny | 3 |
Small | 3 |
Standard | 3 |
Large | 2.4 |
Huge | 1.8 |
2. Annexed or Razed Cities
Occupied cities have higher unhappiness than normal cities depending on your map size:
Map Size | Unhappiness per Occupied City |
---|---|
Duel | 5 |
Tiny | 5 |
Small | 5 |
Standard | 5 |
Large | 4 |
Huge | 3 |
This increased unhappiness can be normalized by building courthouses.
In cities being razed, their unhappiness decreases every turn until they’re completely demolished.
3. Population Size of Cities
Every pop (citizen or specialist) generates 1 unhappiness in cities that you own or have puppetted.
For occupied cities, they create 1.34 unhappiness instead.
4. Influence from Opposing Ideologies
When ideologies come into play, your civ’s happiness will start getting affected by other civs of opposing ideologies.
Your outgoing influence (based on your tourism stat) will be compared to the incoming influence from other civs with different ideologies. Whoever has the higher influence burdens the other with ideological pressure.
This pressure gets stronger as the gap between your influences gets larger.
Ideological pressure causes discontent in your civ. It affects the public opinion on your chosen ideology.
As your public opinion decreases, it eventually creates unhappiness. This gets more severe the lower your public opinion drops.
The best way to counter this is to increase your culture output. Culture acts as your shield against influence. By reinforcing your culture, you’re preventing ideological pressure from attacking your public opinion.