I personally believe that with a game like this, there should be some sort of happiness level. Most City/Empire building games have this sort of system. Here's my idea on how they should approach this:
One the top right or left, doesn't matter, there is a face that dictates overall how happy your citizens are, by tapping it you can get a full overview on what is making your citizens happy, and whats making them unhappy. There could be certain buildings that could improve your happiness, like taverns, parks, various decorations etc. Moreover, if you get a streak of winning raids, your happiness increases slowly, while losing streaks cause unhappiness. Finally, if you win at a defense, your happiness increases, while losing causes unhappiness Later on, in the Industrial age, the devs could make it so that oil pumps and the sort generate very small amounts of unhappiness, since pollution. The happiness meter could be based out of 100, with more devastating events decreasing the amount of happiness a lot more (getting 5 stared in defense, not even getting a star in offense) and vice versa
From this, happiness can affect overall gameplay mechanics, for example, if your citizens are extremely happy, they will finish buildings at a faster rate or give you gold/food as a token of their appreciation (can be like how you get gold from roads, with a singular entity showing up randomly to give gold/food), finally if your empire is happy, your troops will have a morale boost and have higher attack and defense. On the other hand, if you have unhappy citizens, they might not do their work as fast and your troops won't be as effective in combat.
On very rare occasins, however, IF AND ONLY IF you manage to make your empire resentful of you, your citizens can rebel and a portion of your army will attack you, causing you to lose troops, resources and medals. However, when the rebellion finishes, your happiness will reset to neutral as everyone who resented you will leave.
Although most may not like this, It does reflect history as there were times when having an unhappy empire was the major factor of their demise. I feel like this will promote more strategic input within the players, especially with the winning streak since it would force players to think out strategies and not go in guns blazing.
One the top right or left, doesn't matter, there is a face that dictates overall how happy your citizens are, by tapping it you can get a full overview on what is making your citizens happy, and whats making them unhappy. There could be certain buildings that could improve your happiness, like taverns, parks, various decorations etc. Moreover, if you get a streak of winning raids, your happiness increases slowly, while losing streaks cause unhappiness. Finally, if you win at a defense, your happiness increases, while losing causes unhappiness Later on, in the Industrial age, the devs could make it so that oil pumps and the sort generate very small amounts of unhappiness, since pollution. The happiness meter could be based out of 100, with more devastating events decreasing the amount of happiness a lot more (getting 5 stared in defense, not even getting a star in offense) and vice versa
From this, happiness can affect overall gameplay mechanics, for example, if your citizens are extremely happy, they will finish buildings at a faster rate or give you gold/food as a token of their appreciation (can be like how you get gold from roads, with a singular entity showing up randomly to give gold/food), finally if your empire is happy, your troops will have a morale boost and have higher attack and defense. On the other hand, if you have unhappy citizens, they might not do their work as fast and your troops won't be as effective in combat.
On very rare occasins, however, IF AND ONLY IF you manage to make your empire resentful of you, your citizens can rebel and a portion of your army will attack you, causing you to lose troops, resources and medals. However, when the rebellion finishes, your happiness will reset to neutral as everyone who resented you will leave.
Although most may not like this, It does reflect history as there were times when having an unhappy empire was the major factor of their demise. I feel like this will promote more strategic input within the players, especially with the winning streak since it would force players to think out strategies and not go in guns blazing.