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Happiness and disorder

city_process() in CITYMGT.C counts happy and unhappy citizens. The remaining non-specialists are content. Luxury spending, buildings, troops and wonders alter those counts before the turn pass compares them.

Difficulty and city count

For the human, the initial unhappy count is computed with:

n = (government / 2 + 2) * ((14 - 2 * difficulty) / 2)
unhappy = size + (city_index % n + city_count - n) / n + difficulty - 6

These are integer operations in the order shown. City index as well as city count matters. Without the empire adjustment, the population thresholds are six content citizens at Chieftain down to two at Emperor. For AI cities, the initial unhappy count is size - 3. fit_citizens() adjusts the counts to fit the population and specialist total.

Luxuries initially supply one happy citizen per two luxury points. Temples, Cathedrals and Colosseums reduce unhappiness; their effects depend on technology and wonders. Wonders can also add happiness or remove unrest.

Troops

Under governments below Republic, up to three units with a non-zero attack factor suppress one unhappy citizen each. Stored garrisons count too.

Republic and Democracy instead penalize supported units counted as abroad. The base penalty per unit is one under Republic and two under Democracy; Women’s Suffrage reduces it by one. This uses the unit-support tests in the city pass, rather than a general test for crossing a national border.

Disorder

When unhappy citizens exceed happy citizens, the turn pass sets city status bit 0x01. A city already in disorder can collapse a Democracy into Anarchy on a later pass. Restoring order clears that bit. Disorder stops shield contributions and tax collection in the relevant branches; research has its own government checks.

Celebrations

A city of at least size three celebrates when it has no unhappy citizens, at least half its population is happy (rounded up), and its government is not Anarchy. Status bit 0x40 records the celebration. On a later celebrating pass, Republic and Democracy can grow by one if food exceeds consumption and the Aqueduct requirement is met. Celebration also changes tile-yield rules; see Tile yields.