O.K. Got it - I think.

Looking just at the
People/Happiness page:
Floating the cursor on the "total" line, the following comment appears in the
Info Bar:
"Happiness is a combination of many quality (sic) of the above factors. ..."I suspect that 'quality' is a typo and should be 'qualities.'
So an 'average' is definitely out, but the actual algorithm is not identified. The simplist statistical algorithms are mean, median, mode, and range. The "mean" is the "average" you're used to, where you add up all the numbers and then divide by the number of numbers. The "median" is the "middle" value in the list of numbers. To find the median, your numbers have to be listed in numerical order, so you may have to rewrite your list first. The "mode" is the value that occurs most often. If no number is repeated, then there is no mode for the list. The "range" is just the difference between the largest and smallest values. The "median" is a possibility especially if weighting is simply repeating a weighted number.
It is interesting to note that the first nine numbers are identified in the info bar as averages of that value for all the citizens. Since each citizen has an individual weight (from 10 to 0) applied to each ten factors, that computation must be some different (I'm glad it's a computer doing it).
The "Respect" figure (#10) is a study in itself, but it has a heavy weight from faction membership and is certainly not the result of one of the simple algorithms.
I think the almanac
Lists/All Residents - Happiness page should not be neglected. Each resident has a computed
percentage of happiness. One of the simple algorithms could be applied to this list of values to derive a "total happiness value."
Sorry I can't give you a definitive answer, but closer examination of the factors certainly reveals more about the game.
