... On a related topic regarding buildings, I posed the question of whether the game will react like Caesar III, in respect that if a citizen "walks by" a building, he is rejuvenated (for lack of a better word)? For example, if the citizen's religion bar is low, will it increase simply by walking by a church or cathedral? The word from Poptop Franz is that "rejuvenation" only applies to some buildings but more specifically only works when that building has workers. So, it's based on the building and not simply all buildings work this way. In the case of churches, they have radius effect but the people actually will go IN to the building when they feel then need to have their spirits attended to. ...
Fascinating -- after all this time there are additional details that are still not really clear. Rejuvenation = recharge of bar\gage.
Citizens have two
sets of gages (Kendahlj uses the term bar): one set is for needs showing a timed elapse, and the second set is for levels of subsets of happiness showing current status.
The first set of needs gages controls the cycle of the citizen's life activity modes. When one of the needs become urgent as evidenced by the emptiness (red), the citizen enters a mode centered on recharging the gage by entering an appropriate building.
The second set of happiness gages are merely visuals to assist the player in understand the citizen. Five of the gages are linked to the needs gages in that when the needs gage is recharged, the corresponding happiness gage is set to match the 'Service Quality' of the building used. All of the happiness gages are more or less effected by the ambient auras of the land, buildings and other citizens nearby.
So, in the example given, the citizen has to go into the church to recharge his religious needs gage, but can reflect an increase in his religious happiness meter when walking by a church.
Very late, but for Mr.P -- Liberty is a happiness sub-factor which is increased and decreased by buildings, people and activities. So the player doesn't just punch it up or down and treat "happiness" as something separate. Every action the player takes has several paradoxical effects.