Fabledom

Fabledom

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Ayla Alteria Apr 16, 2023 @ 5:01am
Happiness
Might be a stupid question but how do I get my villagers happiness up? its at 67/100 at the moment and i keep making more inns, and theatre's but it isnt changing the number. From what I can see decorations dont change it unless its just not stated when you hover over it?
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Showing 16-24 of 24 comments
Chompers Apr 24, 2023 @ 6:31am 
I misspoke a bit about the max visitors. Looks like this value scales a tidbit based on something I'm not certain of. From 300-500+ Fablings I needed 77 Happiness for the full 3 visitor count.

Just to give you an idea of what's possible in the game if you are super efficient: My last playthru is 550 Fablings with 81 average Kingdom Happiness, 100k+ gold surplus, and overproducing veg, bread, and meat. Once you understand how all this stuff works you actually can go quite nuts in survival.
Tazmanyak Apr 24, 2023 @ 2:01pm 
I sent them a suggestion, food vafiety give little happiness bonus.
Different food can give different bonus based on social class.
For ex. Having meat for a commoner could be +1, but great source of enjoyment for a serf, so worth +2.
On the other hand, maybe cabbage worth nothing to commoners
Ryuchan Apr 24, 2023 @ 9:44pm 
Does anyone know if the happiness score just doesn't change in creative mode?

I'm building a map in creative mode, just wanted to try out that five houses/road/stage/hospital/bakery etc model for myself, and the happiness score sits solid at the starting point of 60. Maybe it is just early days yet and the score won't change until a few seasons have passed? Or maybe it just doesn't change in creative mode?

I know it doesn't actually matter in creative mode, I could make every villager live door-to-door with a pigsty or a sawmill and still be able to add as many as I've made room for, that's not the point. I'm just trying out the model to see how successful I can make it, which of course includes the happiness score.
Flin Fredstone Apr 24, 2023 @ 9:59pm 
Originally posted by Chompers:
I misspoke a bit about the max visitors. Looks like this value scales a tidbit based on something I'm not certain of. From 300-500+ Fablings I needed 77 Happiness for the full 3 visitor count.

Just to give you an idea of what's possible in the game if you are super efficient: My last playthru is 550 Fablings with 81 average Kingdom Happiness, 100k+ gold surplus, and overproducing veg, bread, and meat. Once you understand how all this stuff works you actually can go quite nuts in survival.


Got a screenshot from that kingdom ? I would love to see it. Impressive.
Nevermind, checked the screenshots in your profile. Aweseome.
Last edited by Flin Fredstone; Apr 24, 2023 @ 10:50pm
Ryuchan Apr 26, 2023 @ 1:40am 
Can kind of confirm my question about whether or not the happiness value ever changes from 60 when you play creative mode.
It sure seems like it doesn't.

I first played another "good" build, with as many happiness raising things around the homesteads as possible, lots of food and short distances to work etc. Still 60.

Then I played a "bad" build, not a drop of water in sight, every single homestead next door to at least one pigsty/sawmill/coal maker etc, and the condo smack dab in the middle of the homesteads. Little food (by mistake, forgot to add a bakery until right before winter), no-one in the red but at least some yellow distance from work, and NO entertainment buildings.
Still 60.
Oh and they survived the winter somehow. :P
nuffi Apr 26, 2023 @ 1:50pm 
What do townhouses need? I always have a negative attractivity like -17 for them. What does the 3rd symbol under attractivity mean, it is an simple house and has a red arrow that does down. No idea how to make it green.
Chompers Apr 26, 2023 @ 2:01pm 
Originally posted by nuffi:
What do townhouses need? I always have a negative attractivity like -17 for them. What does the 3rd symbol under attractivity mean, it is an simple house and has a red arrow that does down. No idea how to make it green.

You need a 5 or so tile buffer between Homesteads and Townhouses. The commoners don't like living too close to peasants. That icon you're referencing I'm guessing is a group of nearby Homesteads debuffing the Townhouse.
Last edited by Chompers; Apr 26, 2023 @ 2:01pm
nuffi Apr 26, 2023 @ 3:51pm 
Originally posted by Chompers:
Originally posted by nuffi:
What do townhouses need? I always have a negative attractivity like -17 for them. What does the 3rd symbol under attractivity mean, it is an simple house and has a red arrow that does down. No idea how to make it green.

You need a 5 or so tile buffer between Homesteads and Townhouses. The commoners don't like living too close to peasants. That icon you're referencing I'm guessing is a group of nearby Homesteads debuffing the Townhouse.
Ah cool thanks, how you know this, I can't remember the game gives away any hint to this.
Chompers Apr 26, 2023 @ 4:12pm 
Originally posted by nuffi:
Originally posted by Chompers:

You need a 5 or so tile buffer between Homesteads and Townhouses. The commoners don't like living too close to peasants. That icon you're referencing I'm guessing is a group of nearby Homesteads debuffing the Townhouse.
Ah cool thanks, how you know this, I can't remember the game gives away any hint to this.

IIRC if you hover the mouse over those icons on a home it will display the buildings name and the value of the debuff of buff. There are a bunch of these mouseover tooltips in the game, one was just added today - the number of remaining days of coal.
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Date Posted: Apr 16, 2023 @ 5:01am
Posts: 24