ποΈ Happiness, Governments & Celebrations
These three systems are usually described separately, but they are one machine. Your Government's passive scales with your settlements' Happiness tier; your Happiness surplus triggers Celebrations; and your Government decides what those Celebrations can do. Master the loop and it feeds itself for the rest of the game.
The five-tier Happiness system
Every Settlement sits at one of five Happiness levels, each with distinct effects.
| Happiness Tier | Local Happiness Range | Effect on Yields and Gameplay |
|---|---|---|
| Ecstatic | 40+ surplus | Maximum yield bonuses; government passives at full power; strongest Celebration effects |
| Joyous | 20β39 surplus | Strong bonuses; many government passives scale up at this tier; solid Celebration effects |
| Happy | 0β19 surplus | Baseline positive state; contributes toward Celebration threshold; no penalties |
| Unhappy | β1 to β19 | Yield reduction of 5% per point of negative Happiness (up to β80% at β16); no Celebration contribution |
| Angry | β20 or lower | Maximum penalties; risk of revolt, secession, and population loss |
Happiness expectations scale with Age β a settlement content in Antiquity demands more in later eras, making Happiness progressively harder to hold. The usual erosion sources are founding without Fresh Water (a permanent β5, decided at founding β see Fresh Water), War Weariness, exceeding your Settlement Limit, active Crises, Crisis Policies, and enemy Sanctions. Building Happiness buildings against their adjacency sources β Mountains and Natural Wonders β is what keeps settlements above water. See Improving Cities & Towns.
The Government system
Governments are persistent, central strategic decisions. Each provides three pillars:
- A passive ability that activates immediately and usually scales with your settlements' Happiness tiers.
- Two Celebration options β when a Celebration fires, you pick one of two themed bonuses tied to your current Government.
- Tradition slots it locks into your Civics tree β which shapes which civic paths stay open to you.
The passive pays off from the moment you adopt it, so match it to your starting civ and leader. Switching Governments right before a Celebration hands you the new Government's Celebration options β but costs you the old Government's Traditions.
πΊ Antiquity Governments
| Government | Passive Ability | Celebration Option A | Celebration Option B | Traditions |
|---|---|---|---|---|
| Classical Republic | +1 Culture in Happy+ Settlements; +4 additional Culture in Joyous+; +100 Influence on adoption | +10% Wonder Production (doubled in Joyous+ during Celebration) | +1 Culture per Alliance during Celebration; +50 Influence | Yaxche; Poiesis |
| Despotism | +2 Science per conquered Settlement; Unhappiness causes only 3% yield reduction instead of 5% | +1 Science on Production and Warehouse Buildings during Celebration | +10% Gold and +10% Military Production during Celebration | Commanderies; Fajia |
| Oligarchy | +10% Building Production; +10% Gold toward Warehouse Buildings in Fishing/Farming Towns | +1 Food in Towns per connected Settlement during Celebration | +200 Gold immediately on Celebration | Annona; Hangjiao |
β΅ Exploration Governments
| Government | Passive Ability | Celebration Option A | Celebration Option B | Traditions |
|---|---|---|---|---|
| Feudal Monarchy | +10% Unit and Wall Production; +5 Combat Strength for garrisoned units | +3 Combat Strength during Celebration | Highest-rank Commander gets free Promotion | Marcher Lords; Mahakrung |
| Plutocracy | +20% Overbuilding Production; +1 Gold per Specialist | β2 Food and β2 Happiness Specialist maintenance during Celebration | +600 Gold immediately on Celebration | Primitive Accumulation; Tequitl |
| Theocracy | +20% Temple and Missionary Production and Gold; displayed Relics +1 Happiness | Free Relic; +1 Culture on displayed Relics during Celebration | +1 Gold and +1 Influence on displayed Relics during Celebration | Dargah; Vinaya |
π Modern Governments
| Government | Passive Ability | Celebration Option A | Celebration Option B | Traditions |
|---|---|---|---|---|
| Authoritarianism | +3 Food and +3 Gold in conquered Settlements; 3% yield reduction from Unhappiness instead of 5% | +20% Military Production during Celebration | +2 War Support on Wars declared during Celebration | Garrison State; Jingoism |
| Bureaucratic Monarchy | +5% Gold toward purchasing Buildings (+10% in Joyous+); +1 Influence per Settlement | +20% Influence toward Diplomatic Actions during Celebration | +1,000 Gold on Celebration | Evidenzbureau; Crown Properties |
| Elective Republic | Specialists +1 Science and Culture but +1 Happiness maintenance; +10% civilian Building Production | +1 Culture on Quarters in Happy Settlements (+2 Joyous, +3 Ecstatic) during Celebration | +1,000 Gold on Celebration | Grand Jury; Legislative Assembly |
Modern Ideologies
In the Modern Age, Ideologies layer on top of Governments. There are three, unlocked by studying the Political Theory Civic:
| Ideology | Its policies favor | At the cost of |
|---|---|---|
| π³οΈ Democracy | Happiness and Culture β welfare and civic prosperity | Gold, Production, and research pace |
| ποΈ Fascism | Aggression and military output, with free units on adoption | Diplomatic standing; it makes enemies |
| βοΈ Communism | Science, Food, and war effort | Gold, Culture, and Happiness |
Each Ideology opens its own Civic tree with its own Social Policies β Democracy leads into Liberalism and Progressivism, Communism into Collectivism and Socialism, and so on. Those downstream Civics are branches within your Ideology, not alternatives to it.
You are not committed by unlocking Political Theory; you are committed the moment you study the first Civic inside one of the three panels. That choice is permanent for the rest of the game, and it carries diplomatic weight β rival leaders react to your Ideology, and a mismatched one can turn neutral neighbors hostile. Decide against your victory path before you click, not after. See Relationship tiers and alliances.
Social Policies & Traditions
Your Government is a frame; Social Policies are what you put in it. This is where a large share of your empire's yields actually comes from, and it is the system players most often leave half-configured.
Social Policies are bonus cards slotted into your Government. You unlock them by researching Civics (see Research: Technologies & Civics), and you can swap them freely as your needs change. Unlike previous games there are no policy categories β every card fits every slot, so the only question is which bonus you want right now.
A few examples of the shape: Charismatic Leader (+2 Culture on the Palace), Castes (+25% Food in Towns), City Guard (+3 Combat Strength for Fortified Districts), Commodities (+1 Resource Capacity in Cities), Ambassadors (+6 Influence per turn).
Where slots come from
Slots are the real constraint β you will always have more Policies unlocked than places to put them.
| Source | Slots |
|---|---|
| Your Government | The base allocation, including its locked Tradition slots |
| Every Celebration | +1 permanently, each time one fires |
| Attribute Trees and Civics | Additional slots at various nodes |
Each Celebration hands you a permanent Social Policy slot on top of its temporary bonus. Ten Celebrations across a game is ten extra Policies running for the rest of it. The temporary yield spike is what you notice; the slot is what actually wins the game.
Traditions β the ones that survive
Traditions are civilization-specific Social Policies, unlocked through your civ's Unique Civic tree, and they behave differently in one crucial way.
Ordinary Social Policies go obsolete at an Age Transition. Traditions do not. They stay available for the rest of the game β even after you change civilization. Play Rome in Antiquity and switch to Norman in Exploration, and your Roman Traditions are still slottable. That makes finishing your Unique Civic tree before an Age ends one of the highest-value uses of Culture in the game, because you are buying permanent policy power from a civilization you are about to leave behind. See The Three Ages.
Two consequences worth planning around:
- Traditions need Tradition slots, and your Government decides how many you get. A Government that locks few Tradition slots quietly caps how much of your civ's identity you can actually run.
- Some leaders are built on this. Lafayette's Reform Endeavor grants him a Tradition slot; the other leader gets one by Supporting it, or a Social Policy slot otherwise. Every Tradition gives Lafayette +1 Combat Strength. Rome gains +1 Combat Strength on its Legion per Tradition in its Government. For these picks, Traditions are not a side system β they are the build.
During a Crisis you are required to slot negative Crisis Policies, and more slots are forced open as it deepens. Those occupy space your beneficial Policies were using. An empire running at exactly its slot capacity going into an Age's end will feel the Crisis twice β once for the penalty, once for what it displaced. See Crises & Natural Disasters.
Celebrations
Celebrations are among the most powerful systems in the game and among the most under-used. They are triggered by accumulating surplus Happiness across all Settlements and deliver empire-wide bonuses that accelerate any strategy.
How they work:
- Accumulate Happiness. Every Settlement contributes its excess Happiness to a global pool each turn.
- Reach the threshold. When the accumulated surplus hits the Celebration threshold, a Celebration fires.
- Choose your bonus. Select one of two Government-dependent bonuses, active for 6 turns on Standard speed.
- Gain a Social Policy slot. Every Celebration grants an additional slot permanently. See Social Policies & Traditions.
- Keep accumulating. Surplus Happiness continues building during an active Celebration, which is what makes chaining possible.
Thresholds scale upward with each successive Celebration and with the current Age. More Settlements means more Happiness per turn, and therefore faster thresholds.
Duration is 6 turns at base, extended by:
- Diplomatic Attribute Tree, Level 3+ β +50% Celebration duration.
- JosΓ© Rizal's ability β +50% Celebration duration.
- Mexico's RevoluciΓ³n Government β enhanced Celebration effects and duration.
π Leaders & civilizations that bend the rules of Happiness
| Pick | What changes |
|---|---|
| π French Empire | Can select the Celebration effects of any standard Modern Age Government β not limited to the two its own Government offers |
| π Mexico | Starts with the unique RevoluciΓ³n Government and can never leave it: +6 Happiness in Cities per Tradition slotted and +100% Tourism from Celebrations |
| πΊ Maurya | +2 Happiness on Happiness, Military, and Science Buildings, and entering a Celebration fully heals every Land Unit |
| π JosΓ© Rizal | Reaches the threshold 50% faster and stays in Celebrations 50% longer β the purest chaining leader |
| π Ashoka (Conqueror) | Declaring a Formal War triggers a Celebration, with +5 Combat Strength against Fortified Districts while it runs |
| π Ashoka (Renouncer) | Celebrations pay escalating Food by Happiness tier, turning festivals into population |
| π Charlemagne | Once Cavalry are unlocked, entering a Celebration grants two free Cavalry; they gain +5 Combat Strength while it runs. Military and Science buildings gain Happiness adjacency for Fortifications |
| π Himiko (High Shaman) | +20% Culture and β10% Science, doubled during Celebrations β a deliberate, permanent trade |
| π Lafayette | Builds on Traditions rather than Celebrations: each one slotted adds Combat Strength, while his Settlements receive a separate Culture and Happiness bonus |
| π George Washington | The inverse of Lafayette: every Policy slotted (not Tradition) pays +1 Food per Age in Towns and +2 Happiness per Age in Cities, and entering a Celebration grants a Migrant on top of the usual Policy slot |
Most of these picks make Celebrations better. Ashoka (Conqueror) and JosΓ© Rizal also change when they fire, letting you time a Celebration for a siege or an Age Transition instead of waiting for the meter.
Chaining Celebrations into a near-permanent festival state is covered in The Celebration Engine.