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AI Blah blah performance improvements etc. etc. Adapted AI to new happiness model Changes UI All happiness-related UI elements given a complete overhaul - check em out! Maps Adjusted communitas slightly -more land, less mountain Religion Holy Law - pop limiter now 250, was 200 Ceremonial Burial - now 14/14, was 8/8 Hero Worship - now 25 GA/GG points (dep. on city location), and 100 faith/gap on conquest (was 60/60 faith/gap) Apostolic Tradition: now Food and Culture (was food and GAP) God-King: now +1 per 5 (was 6); Dagda is per 3 Buildings Removed some extraneous late-game happiness: Removed happiness on SDI building Removed happiness on stadium Removed happiness on Smithsonian Reduced free happiness on Notre Dame by 1 (was 2) Happiness Empire Scaler Needs modifiers scale with the number of owned cities (8% for non-puppets, 4% for puppets) Empire needs modifiers can be reduced on a city-by-city basis: Walls, Castles, Arsenals reduce them by 5% in the City Military bases reduce them by 10% Chichen Itza reduces it by 10% globally Local Happiness Now, most happiness is a per-city mechanic. Each city generates happiness as well as unhappiness. Happiness: Can never be greater than your city population. Generated from the following Certain Buildings Luxuries (scales with city population, not 1:1 but gaining new luxuries does increase the potency of the scaling in a linear fashion, so expand!) Policies Handicap (applies per city) Religion (in some instances, such as building bonuses) Local Unhappiness Can never be greater than your city population. We have the same needs system (distress, disconnected, poverty, illiteracy, boredom). Needs are calculated by a Global Median. Global Median = Median of (City Yield / Population). Needs are then modified by the following City Capital: +20% Empire: +8% for each city, +4% for each puppet. Tech: ~2% per tech unlocked (more like 1.33%, but eh) Pop: 3% per citizen in the city Buildings: Several buildings, and policies reduce your needs directly The Defense line of buildings reduces your empire modifier (locally) Non-wonder buildings reduce unhappiness from needs directly (they don't affect the modifier, but rather the outcome) Wonders and policies affect the modifiers, since they're global in function Your Need is compared to your yields. If your yields are lower, unhappiness is generated. It is 1:1 (1 deficit in yield per citizen = 1 unhappy from that yield) Specialist (urbanization) and Empire-wide unhappiness are now 'at the top' of the needs hierarchy. Specialists are 1 unhappiness each! They're more expensive for a city to maintain, so they're a bit more of an investment to consider. On the other hand, cities don't double dip on them in addition to needs unhappiness, so it averages out to a similar metric to before. Note that since puppets can run specialists, puppets do generate unhappiness from specialists (event though they don't get GPP, harsh!) Difficulty Handicaps are now applied to each city, and serve as a growth buffer for cities. The handicap starts at 5 for settler, down to 2 for Deity. Effects of City Happiness: City is Happy (more happiness than unhappiness): Growth bonus (currently 10% growth bonus per point of local happy above 0) City is Unhappy (more unhappiness than happiness): For every unhappiness you have above your happy number, you city suffers -10% growth and -10% production towards units Golden Ages Any 'excess' happiness (i.e. happiness above the city's unhappiness value) in a city is converted into GAP. Golden Age threshold and deltas modifier, now 400/2000 (was 750/2250) Global Happiness Global Happiness is the percentage of your empires citizens that are happy. Empire Happiness (sources of happiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital). Sources: Some Religion happiness (peace happiness bonus, foreign followers bonus, num cities following bonus, happiness per pantheon, foreign spies bonus) Natural Wonders Minor Civ Happiness (mercantile) World Congress Vassals Events City Connections Empire Unhappiness (sources of unhappiness not local to a city) - spread across your cities as an average (the remainder goes to the capital, so 6 happiness / 4 cities would leave 2 extra for capital). Sources: War Weariness Public Opinion Unhappy Citizens In a city, Unhappy Citizens = Happiness - Unhappiness (if happiness is greater than unhappiness, this counts as zero for the city). Global Happiness Unhappy Citizens * 100 / Total Population Effects of Global Happiness: 100%: No benefit, no penalty. Cities can gain local happiness/unhappiness modifiers normally. Global Happiness buffs to science, etc. gone 75%: No city can benefit from positive happiness for growth, and all cities suffer an additional -25% Growth/Production towards units. -10% combat penalty 50%: No city can benefit from positive happiness for growth, and all cities suffer an additional -50% Growth/Production towards units. -20% combat penalty. Rebels can spawn! 25%: No city can benefit from positive happiness for growth, and all cities suffer an additional -100% Growth/-75%Production towards units. -20% combat penalty. Rebels can spawn! Cities can secede! Global Unhappiness penalties to science etc. gone Projects New repeatable project- Public Works (base cost 300, era scaler cost 100, repeat cost 100) Unlocks at Machinery Reduces needs modifiers for distress, poverty, illiteracy, boredom, and religion by 10% in the city in which it is built This is a panic button - use wisely! Buildings All non-wonder buildings that used to give % need modifier reductions now give flat unhappiness reductions Wonders give 10% reduction (was 5%) Civs Venice - removed 20% GM bonus from Puppets, gave Venetian puppets the ability to generate happiness Policies Progress - Equality now gives +1 local happiness for every 8 citizens in a city (was +1 per 12 global) Divine Right - 25% of city's produced happiness (not delta!) converts to culture every turn. Improvements Landmark: now gives +1 happiness to every city (was +2 to capital alone) Promotions Wolfpack Bumped attack bonus by 10% at all levels Level 1: gains 1 sight. Level 2: gains 1 movement. Level 3: gains 40% withdrawal chance