Civ5 Civ V Civilization 5 adventure archiveSid Meier's Civilization VGUIDES
Sid Meier's Civilization V / Happiness & cities

Civilization V happiness, luxury resources and city growth

Manage the original game's global happiness while developing and connecting cities.

Edition covered

Civilization V with its original base-game systems, including global happiness and the five-policy-branch cultural victory. Gods & Kings and Brave New World add religion, tourism and other changes that are excluded here. Publisher media shows the base PC game.

Read the empire-wide balance

Civilization V armies face one another across a river on a hex map.
Civilization V armies face one another across a river on a hex map.

Happiness belongs to the empire rather than a separate mood bar for each city. New cities and population add unhappiness, while resources and buildings provide relief.

Happiness sources and pressures
FactorEffectPractical response
New cityAdds unhappinessPlan happiness before settling
PopulationAdds unhappinessMatch growth to available support
Distinct luxuryProvides happiness when availableImprove and connect it
Duplicate luxuryUseful for tradeSeek a different luxury in exchange
Happiness buildingAdds support under its rulesCheck cost and local limits

Connect distinct luxuries

An improved luxury must be available to the empire to help. Multiple copies of the same luxury do not each supply another ordinary happiness bonus; spare copies can support trades.

City checks
SymptomCheckResponse
Slow growthFood and happinessImprove food or resolve unhappiness
Gold deficitMaintenanceReview roads and buildings
Luxury seems absentImprovement and connectionFinish the required work
Weak productionCitizen assignmentsWork productive tiles
Expansion stallsHappiness and defenseConsolidate before settling again

Control growth when necessary

More population is useful when happiness and food support it. Inspect citizen assignments and growth settings if another citizen would worsen an existing empire-wide problem.

Compare maintenance and benefits

Roads and buildings have ongoing costs. Connect cities where the benefit justifies the expense. Avoid constructing every available building in a city with a different priority.

Useful tip

Roads and buildings have ongoing costs. Connect cities where the benefit justifies the expense. Avoid constructing every available building in a city with a different priority.

References
Guide references
ReferenceWebsite
Sid Meier's Civilization V publisher listingstore.steampowered.com
Firaxis Civilization V manualstore.steampowered.com
2K digital manual supportsupport.civilization.com