Abandonment: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
! Days
! Days
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| style="text-align:right;" | -4
| style="text-align:right;" | -4
|}
|}
[[City]] abandonment is what slowly causes an abandoned [[empire]] to [[decay]]. While this can be worrisome at first, it is actually easy to avoid as long as the empire is managed correctly, utilises the new Land system and has at least weekly activity.
[[City]] abandonment is what slowly causes an abandoned [[empire]] to [[decay]]. While this can be worrisome at first, it is actually easy to avoid as long as the empire is managed correctly, utilises the new [[Land]] system and the avatar's [[account]] remains active.
 
See also: [[City Neglect]]


==Cause and Effect==
==Cause and Effect==
[[Cities]] and independent buildings that aren't designated as an avatar's [[Land]] start feeling abandoned if no [[avatar]]s have passed through the system for more than 2 days. See [[#Abandonment_Prevention|Abandonment Prevention]] below.
[[Cities]] and independent buildings that aren't designated as an avatar's [[Land]] start feeling abandoned if no [[avatar]]s have passed through the system for more than 2 days. See [[#Abandonment_Prevention|Abandonment Prevention]] below.


Building abandonment begins three days after: 1) an avatar on line was last present in its solar system or 2) it stops being protected by the [[land]] designation of an avatar. On the 3rd day this starts as a -1 [[morale]] penalty which will then decrease by -1 every day thereafter.
Building abandonment begins three days after:
# an online avatar was last present in its [[Solar_System|solar system]] or
# it stops being protected by the [[land]] designation of avatars.
On the 3rd day this starts as a -1 [[morale]] penalty which will then decrease by -1 every day thereafter.


Once a building is abandoned, it is subject to decay. Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report. Probability of decay increases as the negative morale modifier increases.
Once a building is abandoned, it is subject to decay. Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report. Probability of decay increases as the negative morale modifier increases.
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==Abandonment Prevention==
==Abandonment Prevention==
Cities and buildings have immunity to abandonment when:
Cities and buildings have immunity to abandonment when:
* They are in the [[land]] solar systems of an avatar. They're protected from abandonment while the avatar's account remains active. Empire of the avatar or the buildings is not a factor.
* Their [[Solar_System|solar system]] is designated [[land]] of an [[avatar]]. They're protected from abandonment while the avatar's [[account]] remains active. Empire of the avatar or the buildings is not a factor.
* Buildings do not have to be part of a city. All buildings in land systems are protected.
* Buildings do not have to be part of a city. All buildings in land designated solar systems are protected.


For the purpose of preventing abandonment, a city/building can be satisfied by:
Alternatively the abandonment timer of cities and buildings can be satisfied by:
* '''An avatar passes through the containing solar system.''' All cities and buildings in a [[Solar_System|solar system]] are satisfied by the presence of an avatar who is online, regardless of [[Political_Stance|political stance]].
* '''An avatar passing through the containing solar system.''' All cities and buildings in a [[Solar_System|solar system]] are satisfied by the presence of an online avatar, regardless of [[Political_Stance|political stance]].


==Decay==
==Decay==
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For more information, see the [[Decay#City_Decay|Decay]] page.
For more information, see the [[Decay#City_Decay|Decay]] page.
==Abandonment Math==
{{Revision|Out of date}}
It is possible to calculate the number of days a [[city]] can be abandoned before it starts to [[decay]].
MoraleMod = Total of all morale modifiers, including possible abandonment penalty, but excluding loyalty moral bonuses.
APenalty = Current morale penalty from abandonment, if not present it is 0.
ADays = Number of days abandoned, if not present it can be between 0 and 6.
AbandonmentInterval = 7
DaysLeft = ((MoraleMod + 1) * AbandonmentInterval) - (ADays % AbandonmentInterval)
DaysMax = ((MoraleMod - APenalty + 1) * AbandonmentInterval)
<small>''As used in [http://hazeron.com/phpBB3/viewtopic.php?f=124&t=6867 HazeronAdviser].''</small>
[[Loyalty]] morale bonuses do not work well when it comes to abandonment, unless an [[officer]] is in the [[system]] to prevent [[neglect]].
Here is a simple table to show the maximum number of days, depending on morale modifiers. Add together the morale modifiers (excluding abandonment penalties) and follow the table.
{| class="wikitable"
! Morale Modifier Total
| style="text-align:right;" | <0
| style="text-align:right;" |  0
| style="text-align:right;" | +1
| style="text-align:right;" | +2
| style="text-align:right;" | +3
| style="text-align:right;" | +4
| style="text-align:right;" | +5
| style="text-align:right;" | +6
| style="text-align:right;" | +5
| style="text-align:right;" | +8
|-
! Maximum Days Abandoned
| style="text-align:right;" | 7*
| style="text-align:right;" | 14**
| style="text-align:right;" | 21
| style="text-align:right;" | 28
| style="text-align:right;" | 35
| style="text-align:right;" | 42
| style="text-align:right;" | 49
| style="text-align:right;" | 56
| style="text-align:right;" | 63
| style="text-align:right;" | 70
|-
| colspan=11 | <nowiki>*</nowiki> If morale is negative, the city will most likely revolt once [[neglect]] set in.<br>
<nowiki>**</nowiki> Morale is also 0 when the city has no population.
|}
[[Category:Science]]
[[Category:Colonization]]

Latest revision as of 19:33, 8 March 2024

This content no longer exists in the game. This page is kept for historical purposes.
Days Penalty
2 0
3 -1
4 -2
5 -3
6 -4

City abandonment is what slowly causes an abandoned empire to decay. While this can be worrisome at first, it is actually easy to avoid as long as the empire is managed correctly, utilises the new Land system and the avatar's account remains active.

Cause and Effect

Cities and independent buildings that aren't designated as an avatar's Land start feeling abandoned if no avatars have passed through the system for more than 2 days. See Abandonment Prevention below.

Building abandonment begins three days after:

  1. an online avatar was last present in its solar system or
  2. it stops being protected by the land designation of avatars.

On the 3rd day this starts as a -1 morale penalty which will then decrease by -1 every day thereafter.

Once a building is abandoned, it is subject to decay. Up to three abandoned buildings in a city will decay at each city report cycle. Decayed buildings are listed on the city report. Probability of decay increases as the negative morale modifier increases.

Abandonment Prevention

Cities and buildings have immunity to abandonment when:

  • Their solar system is designated land of an avatar. They're protected from abandonment while the avatar's account remains active. Empire of the avatar or the buildings is not a factor.
  • Buildings do not have to be part of a city. All buildings in land designated solar systems are protected.

Alternatively the abandonment timer of cities and buildings can be satisfied by:

  • An avatar passing through the containing solar system. All cities and buildings in a solar system are satisfied by the presence of an online avatar, regardless of political stance.

Decay

Decay is the final consequence of abandonment. This is because abandonment gives morale penalties, and the negative morale increases the chance for a building to decay. Once all buildings in a city have decayed, it is gone forever.

For more information, see the Decay page.