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Just wanted to know how does the province mood works -

My observations - I would appreciate if someone can confirm or add more details:

1. Most provinces when conquered start off at -1 (though I have seen some cases where they are really angry after you conquer the province - mainly non-human races)

2. Province mood gradually goes to neutral both from positive and negative (though for levels like 'furious' the population is so angry that rebellion occurs much before the mood can stabilize)

3. Is there an income bonus for population mood; from the description I understand that happiness impacts population growth which in turn impacts income but is there any direct connection?

4. Is there some default relationship for good/evil - so elves default to furious if you are very bad and goblins vice versa?

5. Does a rebellion change underlying province mood? Or does it just reset unrest level so that province mood can potentially become neutral before the next rebellion happens?
Post edited April 17, 2013 by AverageBear
This question / problem has been solved by tuxutatimage
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AverageBear: 1. Most provinces when conquered start off at -1 (though I have seen some cases where they are really angry after you conquer the province - mainly non-human races)
This depends on province race and defender type. Both conquering and diplomacy have two effects: A karma modification and a mood modification. Conquering elves for example gives you a big karma and mood penalty while conquering brigand outlaws gives you bonuses. The karma and mood modifiers are also applied again after you lose a province to a rebellion and reconquer it, so it's often a good idea to crush rebellions directly if you care about mood / karma.
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AverageBear: 2. Province mood gradually goes to neutral both from positive and negative (though for levels like 'furious' the population is so angry that rebellion occurs much before the mood can stabilize)
Yes, it goes towards neutral, but shifted by permanent mood effects from guards and buildings. If you have a gang of thieves guard for example, the mood will go towards "discontent".
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AverageBear: 3. Is there an income bonus for population mood; from the description I understand that happiness impacts population growth which in turn impacts income but is there any direct connection?
There is both a growth modifier and an income multiplier (try casting extravaganza on your demesne and note the small income increase). Negative growth from mood even below hateful is possible.
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AverageBear: 4. Is there some default relationship for good/evil - so elves default to furious if you are very bad and goblins vice versa?
This I'm not sure about, but AFAIK your karma will shift mood for those, yes. Elves being furious comes mostly from conquering them, though.
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AverageBear: 5. Does a rebellion change underlying province mood? Or does it just reset unrest level so that province mood can potentially become neutral before the next rebellion happens?
A rebellion has no effect, just lower unrest and population.
Thanks, tuxutat!

Just to be clear...

Province should eventually end up at the happiness level which is sum of buildings and guards? So province with healer guards, brewery and pub (with circus) should end up at happy (+3) rather than quiet (0)?

I didn't notice the income before, probably because my provinces were low income and the bonus was probably rounded down. Let me repeat this with high income provinces.

Sorry - I was trying to respond to your message in quote / unquote format but somehow ended up with garbage formatting every time.
Post edited April 17, 2013 by AverageBear
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AverageBear: Province should eventually end up at the happiness level which is sum of buildings and guards? So province with healer guards, brewery and pub (with circus) should end up at happy (+3) rather than quiet (0)?
Yes, buildings, guards and maybe other permanent modifiers like probably the one from karma. Event modifiers and spells are all non-permanent I think, so their effect should dissipate.
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AverageBear: Province should eventually end up at the happiness level which is sum of buildings and guards? So province with healer guards, brewery and pub (with circus) should end up at happy (+3) rather than quiet (0)?
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tuxutat: Yes, buildings, guards and maybe other permanent modifiers like probably the one from karma. Event modifiers and spells are all non-permanent I think, so their effect should dissipate.
Thanks, that's very helpful!
Centaur provinces seem to be the absolute worst for mood after you conquer them. They're really surly critters.

Forest Guardians are superb guards. They give such a huge mood bonus you can conquer any forest province, hire them, and never worry about mood again.

The best building for unhappy non-human provinces seems to be the arena. I try to plop one down whenever I take one of those provinces, especially centaurs.

I've noticed that halflings seem to be very passive. You can conquer them and they don't get too upset.
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UniversalWolf: Centaur provinces seem to be the absolute worst for mood after you conquer them. They're really surly critters.

Forest Guardians are superb guards. They give such a huge mood bonus you can conquer any forest province, hire them, and never worry about mood again.

The best building for unhappy non-human provinces seems to be the arena. I try to plop one down whenever I take one of those provinces, especially centaurs.

I've noticed that halflings seem to be very passive. You can conquer them and they don't get too upset.
I have had similar experiences with elves - couldn't bother to run through mage towers for the quest so conquered them - even with forest guards and pub (with circus) they were furious! I needed to keep casting both the rituals which improve population mood (extravaganza and heavenly light, IIRC) non-stop until they cooled off...

Arena is nice but comes a bit late in the building tree... by then I have lots of other options like pubs and brewery already available. If you can get some marble at the start, it can make life much cheaper and happier!