Foundation

Foundation

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How does "happiness" Bailiff work exactly?
Happiness is less impacted by 251%?

251% of what exactly?

And which unhappiness factors are included? All? And is it for all citizens?

If anyone knows, please let me know!! Thanks.
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Showing 1-15 of 21 comments
Yatagan Mar 5 @ 4:46pm 
I am also wondering this. I've got a buff of about 70% right now and none of the numbers in the UI are any different. Shortages are still -20%, taxes are still the same -%, events and such are still the usual +/-10%.

I'm wondering if this raises the threshold for them to leave so you can ignore certain needs more easily?
Last edited by Yatagan; Mar 5 @ 4:47pm
I'm not sure what you are talking about. When I choose a Balliff, I remember an option for one that is 25% less affected by low happiness or something like that. But that's for them, not the city as a whole. (This is just from memory, but...)
All of the Bailiff/Courtier/Emissary jobs have their bonuses increased by the amount of splendor attached to that subbuilding.
I switched to the trade discount bailiff. Noticed the improvement in trade prices right away.

I cranked happiness bailiff up to 260% "less impacted" but I honestly didn't see any happiness increase anywhere.

Maybe I just missed it.

Would really love if anyone has any info on this.

Thanks.
Last edited by aelfwine; Mar 7 @ 2:15am
Originally posted by aelfwine:
I switched to the trade discount bailiff. Noticed the improvement in trade prices right away.

I cranked happiness bailiff up to 260% "less impacted" but I honestly didn't see any happiness increase anywhere.

Maybe I just missed it.

Would really love if anyone has any info on this.

Thanks.
The happiness is just for taxes, different tax rates take away different amounts of happiness.
There are 4 different effects for bailliefs (and their kingdom / clergy counterparts).
The trade effect is obvious and working.
The tax affect is also obvious and working.
I have not seen any affect on the happiness effect. Could be bugged.
Like Yatagan says, all happiness modifers stay the same.
Hmmm I think I was thinking of the Dutiful Taxpayer privilege.
Thinking (and playing) a bit more, the less impacted happiness could have to do with how quickly negative hapiness effects disappears.
Kabab Mar 8 @ 5:46pm 
You have to fire and rehire the bailiff to update bonuses.
Originally posted by Kabab:
You have to fire and rehire the bailiff to update bonuses.
Just swap the function of the subbuilding to something else and swap it back.
It will generate one of the four available abilities (can only have one of that bonus.)
Kabab Mar 9 @ 3:47am 
Originally posted by Bored Peon:
Originally posted by Kabab:
You have to fire and rehire the bailiff to update bonuses.
Just swap the function of the subbuilding to something else and swap it back.
It will generate one of the four available abilities (can only have one of that bonus.)
easier to just fire the current bailiff and then choose a new one with the same type of bonus. if the correct one isnt one of the three options, hire a random one, fire them, and repeat
Wuik Mar 9 @ 4:39am 
Hi,
Just another stupid absurditie ...
For exemple your are playing the Clergy aspiration on mode challenge and got three choices of "training for soldiers are more than 10%" ...sigh....
So you must change to have another more logical...
And change it..
And change it..
And change it .................................
Still finally have 10% for hapiness or 10% on the trade which is the best choice in this cas...
Because the 10% for the levelling of the workers is totally useless now, just because the majority of workers are only level one which are needed for the quests and the worst : the Baillif stay only level one now instead in the EA ...
So why don't let the player have the choice of each at the beginning ???
Last edited by Wuik; Mar 9 @ 5:04am
Originally posted by Wuik:
Hi,
Just another stupid absurditie ...
For exemple your are playing the Clergy aspiration on mode challenge and got three choices of "training for soldiers are more than 10%" ...sigh....
So you must change to have another more logical...
And change it..
And change it..
And change it .................................
Still finally have 10% for hapiness or 10% on the trade which is the best choice in this cas...
Because the 10% for the levelling of the workers is totally useless now, just because the majority of workers are only level one which are needed for the quests and the worst : the Baillif stay only level one now instead in the EA ...
So why don't let the player have the choice of each at the beginning ???
This is indeed a pretty frustrating design decision. What works the quickest, is to change the role of the sub-building and change it back. But it could indeed take a few times.

For me, the most frustrating is that I cannot 'choose' the villager filling that spot as I do not have the patience to reroll again and again and again.
Originally posted by Kabab:
Originally posted by Bored Peon:
Just swap the function of the subbuilding to something else and swap it back.
It will generate one of the four available abilities (can only have one of that bonus.)
easier to just fire the current bailiff and then choose a new one with the same type of bonus. if the correct one isnt one of the three options, hire a random one, fire them, and repeat
This has the downside of, if you are unlucky, firing half your village before the right choice pops up.
Originally posted by jcmeerman:
Originally posted by Kabab:
easier to just fire the current bailiff and then choose a new one with the same type of bonus. if the correct one isnt one of the three options, hire a random one, fire them, and repeat
This has the downside of, if you are unlucky, firing half your village before the right choice pops up.
It is far easier to just swap building functions as I said, function swapping has no cost.
That way nobody is leaving the job until you get the one you want. It takes maybe 2-3 tries to get the one you want.

Hiring and firing them means pulling them from their jobs and trying to get them back into their right jobs they already leveled up.
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