City Morale

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City Morale determines how citizens migrate to or from a city. Positive morale attracts new citizens and causes higher birthrates, while negative morale drives them away.

Morale modifiers have instant effects, with the sum of their effects being visible on city reports. This makes it possible to see immigration and emigration in the same report.

Positive Morale Modifiers

Total Morale caps at +9.

Name Bonus Cause
Food Variety Up to +2 Have multiple food types compatible with the population's ecological role diet. Gives +1 at 4-7 food types, and +2 at 8 or more food types.[1]
Founder Up to +2 City-founding avatar is part of city's current empire or another friendly empire. Negative if enemy empire.[2]
Cosmopolitan +1 Avatar is in or has been in city's solar system in the past 24 hours.
Lounge / Liquor Up to +2 +1 For having no lounge morale penalty and having at least 1 extra lounge job.
+1 For available liquor.
Church Up to +2 Up to +2 for each extra church professional jobs more than needed to prevent morale penalty.

Negative Morale Modifiers

Modifier Penalty Cause
Alien Invader -1 City citizen's phylum or ecological role differs from the indigenous population and the "invading" species has a higher population than the indigenous one.
Buildings Destroyed -1 A city building has been destroyed by weapons in the last 24 hours.
Harsh Environment -1 City environment is not on breathable inner/habitable/outer world land. Permanent.
Harsh Environment Without Power -2 City suffers from a harsh environment and has no electricity. Overrides Harsh Environment penalty.
Gasping Up to -2 City Air Consumption demand is not met in Harsh Environment.
Citizens spend [1 × Population] air units per report.
Only -1 penalty if 50% to 99% of air demand is fulfilled.
Suffocation -5 City in harsh environment has no air. 10% of population dies. Overrides Gasping.
Hunger -2 City Food Consumption demand is not met.
Citizens eat [ Rounded( 20% × HitPoints ) × Population / FoodNutrition] food per report.
Starvation -5 City has no food. 10% of population dies. Overrides Hunger.
Occupation -5 City has been recently occupied by a new empire. Erodes by +1 for every 20% of loyal population.
Overpopulation -1 per +5% World population exceeds cap. Starts with -1 at 50% of the population cap, and -1 for every +5% up to -10 at 100%.
Population cap is [1/144.25 × VolumeLimit], or [1/72.13 × VolumeLimit] for Ringworlds.
Overworked -1 City has more jobs than homes and all homes are full.
Homelessness Up to -10 Population is higher than Homes. -1 for every 4 population.
Cramped Living Conditions -3 City has too many small home spaces. Penalty starts when [Small homes > Medium homes + (Large homes × 2)]
Unemployment Up to -5 Population is higher than Jobs. -1 for 5% jobless citizens, -2 for 40%, and -1 more for every +20%.
Too much Building Volume -1 per 1000m³ World volume limit is being exceeded. Extremely sharp penalty.
Founder Up to -2 City founder is part of an enemy empire. -1 if neutral empire. Positive if friendly. Can only be removed by replacing the capitol building.
Arena wanted -1 per Missing Wanted Professional Job Past 175 population, the city will want 1 arena professional job, or 1 for every additional 525 population.
Cantina wanted -1 per Missing Wanted Professional Job Past 50 population, the city will want 1 cantina professional job, or 1 for every additional 150 population.
Casino wanted -1 per Missing Wanted Professional Job Past 200 population, the city will want 1 casino professional job, or 1 for every additional 600 population.
Church wanted -1 per Missing Wanted Professional Job Past 45 population, the city will want 1 church professional job, or 1 for every additional 135 population.
Grocery wanted -1 per Missing Wanted Professional Job Past 100 population, the city will want 1 grocery professional job, or 1 for every additional 300 population.
Hospital wanted -1 per Missing Wanted Professional Job Past 80 population, the city will want 1 hospital professional job, or 1 for every additional 240 population.
Park wanted -1 per Missing Wanted Professional Job Past 90 population, the city will want 1 park professional job per, or 1 for every additional 270 population.
Retail Store wanted -1 per Missing Wanted Professional Job Past 55 population, the city will want 1 retail store professional job, or 1 for every additional 165 population.
University wanted -1 per Missing Wanted Professional Job Past 70 population, the city will want 1 university professional job, or 1 for every additional 210 population.
Zoo wanted -1 per Missing Wanted Professional Job Past 150 population, the city will want 1 zoo professional job per, or 1 for every additional 450 population.

Morale Building Spaces

Morale Buildings use special spaces in the building design to satisfy citizens. In the Construction menu they are quantified as "Professional Jobs".

See: Building Update

Building Needed Space
Cantina (or any building with lounge volume) Lounge
Church Auditorium
Grocery Store
Retail Store (or any building with store volume) Store
Arena Arena
Casino Lounge
Hospital Office
Park Field
University Auditorium + Workshop
Zoo Field