The number, availability and size of Happiness bonuses should be reduced significantly.
It is so easy to reach and maintain very high Happiness values that the game suffers from it. Reaching 100% Happiness, plus a significant safety margin beyond that value, is trivial and can be achieved using basic Happiness modifiers available to all regular empires early in the game. This hurts Happiness-connected game aspects and the game overall:
An overhaul of Happiness (and Stability) may not sound very flashy, but it has the potential to revitalize many parts of the game - and offer us a more challenging, and thereby more rewarding, game experience. It may also be necessary for any hypothetical future "internal politics" DLC to work well, when considering how profoundly the excessive Happiness distorts the inner workings of Stellaris empires.
(An overhaul of Happiness and Stability could possibly also be done alongside an Amenities overhaul, since Amenities is so closely connected to Happiness. There have been suggestions that base Amenities production could be reduced, especially for the higher-level jobs, while simultaneously introducing more production bonuses throughout the game from traditions and new technologies, and giving Xenophile a bonus to Amenities production. If done correctly, it could make the game more involving and interesting while simultaneously diverting jobs away from Research and Unity output, subtly further reining in technology and tradition progress. But that is another topic for other threads.)
The second post contains a list of some (not all) Happiness bonuses, and some ideas on how they could be handled.
It is so easy to reach and maintain very high Happiness values that the game suffers from it. Reaching 100% Happiness, plus a significant safety margin beyond that value, is trivial and can be achieved using basic Happiness modifiers available to all regular empires early in the game. This hurts Happiness-connected game aspects and the game overall:
- Amenities lose value - if other bonuses are enough to reach 100% Happiness, there is no need to produce Amenities to get that +20% Happiness; with big enough Happiness bonuses, there is no need to produce Amenities at all.
- Living standards similarly lose much of their benefits / drawbacks, once their Happiness bonuses no longer matter.
- Slavery becomes a completely safe practice, without riots or rebellions.
- Crime does not even exist (normally) at 100% Happiness. Without Crime, Enforcers also lose value. Forum comments suggest that even the free Enforcer jobs from capital buildings are routinely being disabled.
- Faction approval becomes less important when the corresponding Happiness bonus does not matter (because of Faction Unity production, this is primarily a problem in regards to there being no reason to care about the opinions of low-support factions).
- Governing Ethics Attraction increases (+50% at 100% Happiness), which not only inflates Faction Unity Gain (and tradition progress) but ultimately also increases Faction Support for the governing ethics, which in turn increases the population share that gets the +10% Happiness bonus from faction approval, which contributes to further inflation of Happiness and Stability.
- Humiliate wargoals are ineffective at hurting the other empire's internal cohesion, as the -10% Happiness modifier is rendered entirely impotent.
- Harmony sacrifices lose their value if there is no room left for further Happiness bonuses.
- Stability becomes very easy to bring up to 100%, as 100% Happiness alone brings Stability up to 80%, thereby opening up the next can of worms.
- Research and Unity outputs are boosted, speeding up research and tradition progress.
- Trade Value and all other resource outputs are also boosted, ultimately feeding into an even greater output of Research and Unity and further exacerbating the issue of the game progressing much faster than it otherwise would (not to mention that various timed threats, such as marauders and crises, become relatively weaker than they would have been).
- Revolts and rebellions become less common.
- Jobs lose value (Enforcers and so on).
- Civics with Stability bonuses lose value.
- Edicts and other expensive sources of Stability lose value.
- Pacifist has lost most of its benefits; under the current ethics setup, both the Happiness and the Stability bonuses soon become worthless, leaving only the Empire Size From Pops reduction - the value of which, ironically, depends on how much the Pacifist empires manage to expand.
An overhaul of Happiness (and Stability) may not sound very flashy, but it has the potential to revitalize many parts of the game - and offer us a more challenging, and thereby more rewarding, game experience. It may also be necessary for any hypothetical future "internal politics" DLC to work well, when considering how profoundly the excessive Happiness distorts the inner workings of Stellaris empires.
(An overhaul of Happiness and Stability could possibly also be done alongside an Amenities overhaul, since Amenities is so closely connected to Happiness. There have been suggestions that base Amenities production could be reduced, especially for the higher-level jobs, while simultaneously introducing more production bonuses throughout the game from traditions and new technologies, and giving Xenophile a bonus to Amenities production. If done correctly, it could make the game more involving and interesting while simultaneously diverting jobs away from Research and Unity output, subtly further reining in technology and tradition progress. But that is another topic for other threads.)
The second post contains a list of some (not all) Happiness bonuses, and some ideas on how they could be handled.
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